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4735 lines
121 KiB
4735 lines
121 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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/* |
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===== player.cpp ======================================================== |
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functions dealing with the player |
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*/ |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "player.h" |
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#include "trains.h" |
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#include "nodes.h" |
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#include "weapons.h" |
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#include "soundent.h" |
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#include "monsters.h" |
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#include "shake.h" |
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#include "decals.h" |
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#include "gamerules.h" |
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#include "game.h" |
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#include "pm_shared.h" |
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#include "hltv.h" |
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// #define DUCKFIX |
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extern DLL_GLOBAL ULONG g_ulModelIndexPlayer; |
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extern DLL_GLOBAL BOOL g_fGameOver; |
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extern DLL_GLOBAL BOOL g_fDrawLines; |
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int gEvilImpulse101; |
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extern DLL_GLOBAL int g_iSkillLevel, gDisplayTitle; |
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extern "C" int g_bhopcap; |
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BOOL gInitHUD = TRUE; |
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extern void CopyToBodyQue( entvars_t *pev); |
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extern void respawn( entvars_t *pev, BOOL fCopyCorpse ); |
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extern Vector VecBModelOrigin( entvars_t *pevBModel ); |
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extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer ); |
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// the world node graph |
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extern CGraph WorldGraph; |
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#define TRAIN_ACTIVE 0x80 |
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#define TRAIN_NEW 0xc0 |
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#define TRAIN_OFF 0x00 |
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#define TRAIN_NEUTRAL 0x01 |
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#define TRAIN_SLOW 0x02 |
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#define TRAIN_MEDIUM 0x03 |
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#define TRAIN_FAST 0x04 |
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#define TRAIN_BACK 0x05 |
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#define FLASH_DRAIN_TIME 1.2 //100 units/3 minutes |
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#define FLASH_CHARGE_TIME 0.2 // 100 units/20 seconds (seconds per unit) |
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// Global Savedata for player |
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TYPEDESCRIPTION CBasePlayer::m_playerSaveData[] = |
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{ |
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DEFINE_FIELD( CBasePlayer, m_flFlashLightTime, FIELD_TIME ), |
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DEFINE_FIELD( CBasePlayer, m_iFlashBattery, FIELD_INTEGER ), |
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DEFINE_FIELD( CBasePlayer, m_afButtonLast, FIELD_INTEGER ), |
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DEFINE_FIELD( CBasePlayer, m_afButtonPressed, FIELD_INTEGER ), |
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DEFINE_FIELD( CBasePlayer, m_afButtonReleased, FIELD_INTEGER ), |
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DEFINE_ARRAY( CBasePlayer, m_rgItems, FIELD_INTEGER, MAX_ITEMS ), |
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DEFINE_FIELD( CBasePlayer, m_afPhysicsFlags, FIELD_INTEGER ), |
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DEFINE_FIELD( CBasePlayer, m_flTimeStepSound, FIELD_TIME ), |
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DEFINE_FIELD( CBasePlayer, m_flTimeWeaponIdle, FIELD_TIME ), |
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DEFINE_FIELD( CBasePlayer, m_flSwimTime, FIELD_TIME ), |
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DEFINE_FIELD( CBasePlayer, m_flDuckTime, FIELD_TIME ), |
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DEFINE_FIELD( CBasePlayer, m_flWallJumpTime, FIELD_TIME ), |
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DEFINE_FIELD( CBasePlayer, m_flSuitUpdate, FIELD_TIME ), |
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DEFINE_ARRAY( CBasePlayer, m_rgSuitPlayList, FIELD_INTEGER, CSUITPLAYLIST ), |
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DEFINE_FIELD( CBasePlayer, m_iSuitPlayNext, FIELD_INTEGER ), |
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DEFINE_ARRAY( CBasePlayer, m_rgiSuitNoRepeat, FIELD_INTEGER, CSUITNOREPEAT ), |
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DEFINE_ARRAY( CBasePlayer, m_rgflSuitNoRepeatTime, FIELD_TIME, CSUITNOREPEAT ), |
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DEFINE_FIELD( CBasePlayer, m_lastDamageAmount, FIELD_INTEGER ), |
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DEFINE_ARRAY( CBasePlayer, m_rgpPlayerItems, FIELD_CLASSPTR, MAX_ITEM_TYPES ), |
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DEFINE_FIELD( CBasePlayer, m_pActiveItem, FIELD_CLASSPTR ), |
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DEFINE_FIELD( CBasePlayer, m_pLastItem, FIELD_CLASSPTR ), |
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DEFINE_ARRAY( CBasePlayer, m_rgAmmo, FIELD_INTEGER, MAX_AMMO_SLOTS ), |
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DEFINE_FIELD( CBasePlayer, m_idrowndmg, FIELD_INTEGER ), |
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DEFINE_FIELD( CBasePlayer, m_idrownrestored, FIELD_INTEGER ), |
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DEFINE_FIELD( CBasePlayer, m_tSneaking, FIELD_TIME ), |
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DEFINE_FIELD( CBasePlayer, m_iTrain, FIELD_INTEGER ), |
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DEFINE_FIELD( CBasePlayer, m_bitsHUDDamage, FIELD_INTEGER ), |
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DEFINE_FIELD( CBasePlayer, m_flFallVelocity, FIELD_FLOAT ), |
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DEFINE_FIELD( CBasePlayer, m_iTargetVolume, FIELD_INTEGER ), |
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DEFINE_FIELD( CBasePlayer, m_iWeaponVolume, FIELD_INTEGER ), |
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DEFINE_FIELD( CBasePlayer, m_iExtraSoundTypes, FIELD_INTEGER ), |
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DEFINE_FIELD( CBasePlayer, m_iWeaponFlash, FIELD_INTEGER ), |
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DEFINE_FIELD( CBasePlayer, m_fLongJump, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CBasePlayer, m_fInitHUD, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CBasePlayer, m_tbdPrev, FIELD_TIME ), |
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DEFINE_FIELD( CBasePlayer, m_pTank, FIELD_EHANDLE ), |
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DEFINE_FIELD( CBasePlayer, m_iHideHUD, FIELD_INTEGER ), |
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DEFINE_FIELD( CBasePlayer, m_iFOV, FIELD_INTEGER ), |
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//DEFINE_FIELD( CBasePlayer, m_fDeadTime, FIELD_FLOAT ), // only used in multiplayer games |
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//DEFINE_FIELD( CBasePlayer, m_fGameHUDInitialized, FIELD_INTEGER ), // only used in multiplayer games |
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//DEFINE_FIELD( CBasePlayer, m_flStopExtraSoundTime, FIELD_TIME ), |
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//DEFINE_FIELD( CBasePlayer, m_fKnownItem, FIELD_INTEGER ), // reset to zero on load |
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//DEFINE_FIELD( CBasePlayer, m_iPlayerSound, FIELD_INTEGER ), // Don't restore, set in Precache() |
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//DEFINE_FIELD( CBasePlayer, m_pentSndLast, FIELD_EDICT ), // Don't restore, client needs reset |
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//DEFINE_FIELD( CBasePlayer, m_flSndRoomtype, FIELD_FLOAT ), // Don't restore, client needs reset |
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//DEFINE_FIELD( CBasePlayer, m_flSndRange, FIELD_FLOAT ), // Don't restore, client needs reset |
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//DEFINE_FIELD( CBasePlayer, m_fNewAmmo, FIELD_INTEGER ), // Don't restore, client needs reset |
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//DEFINE_FIELD( CBasePlayer, m_flgeigerRange, FIELD_FLOAT ), // Don't restore, reset in Precache() |
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//DEFINE_FIELD( CBasePlayer, m_flgeigerDelay, FIELD_FLOAT ), // Don't restore, reset in Precache() |
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//DEFINE_FIELD( CBasePlayer, m_igeigerRangePrev, FIELD_FLOAT ), // Don't restore, reset in Precache() |
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//DEFINE_FIELD( CBasePlayer, m_iStepLeft, FIELD_INTEGER ), // Don't need to restore |
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//DEFINE_ARRAY( CBasePlayer, m_szTextureName, FIELD_CHARACTER, CBTEXTURENAMEMAX ), // Don't need to restore |
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//DEFINE_FIELD( CBasePlayer, m_chTextureType, FIELD_CHARACTER ), // Don't need to restore |
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//DEFINE_FIELD( CBasePlayer, m_fNoPlayerSound, FIELD_BOOLEAN ), // Don't need to restore, debug |
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//DEFINE_FIELD( CBasePlayer, m_iUpdateTime, FIELD_INTEGER ), // Don't need to restore |
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//DEFINE_FIELD( CBasePlayer, m_iClientHealth, FIELD_INTEGER ), // Don't restore, client needs reset |
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//DEFINE_FIELD( CBasePlayer, m_iClientBattery, FIELD_INTEGER ), // Don't restore, client needs reset |
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//DEFINE_FIELD( CBasePlayer, m_iClientHideHUD, FIELD_INTEGER ), // Don't restore, client needs reset |
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//DEFINE_FIELD( CBasePlayer, m_fWeapon, FIELD_BOOLEAN ), // Don't restore, client needs reset |
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//DEFINE_FIELD( CBasePlayer, m_nCustomSprayFrames, FIELD_INTEGER ), // Don't restore, depends on server message after spawning and only matters in multiplayer |
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//DEFINE_FIELD( CBasePlayer, m_vecAutoAim, FIELD_VECTOR ), // Don't save/restore - this is recomputed |
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//DEFINE_ARRAY( CBasePlayer, m_rgAmmoLast, FIELD_INTEGER, MAX_AMMO_SLOTS ), // Don't need to restore |
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//DEFINE_FIELD( CBasePlayer, m_fOnTarget, FIELD_BOOLEAN ), // Don't need to restore |
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//DEFINE_FIELD( CBasePlayer, m_nCustomSprayFrames, FIELD_INTEGER ), // Don't need to restore |
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}; |
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int giPrecacheGrunt = 0; |
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int gmsgShake = 0; |
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int gmsgFade = 0; |
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int gmsgSelAmmo = 0; |
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int gmsgFlashlight = 0; |
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int gmsgFlashBattery = 0; |
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int gmsgResetHUD = 0; |
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int gmsgInitHUD = 0; |
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int gmsgShowGameTitle = 0; |
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int gmsgCurWeapon = 0; |
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int gmsgHealth = 0; |
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int gmsgDamage = 0; |
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int gmsgBattery = 0; |
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int gmsgTrain = 0; |
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int gmsgLogo = 0; |
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int gmsgWeaponList = 0; |
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int gmsgAmmoX = 0; |
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int gmsgHudText = 0; |
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int gmsgDeathMsg = 0; |
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int gmsgScoreInfo = 0; |
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int gmsgTeamInfo = 0; |
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int gmsgTeamScore = 0; |
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int gmsgGameMode = 0; |
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int gmsgMOTD = 0; |
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int gmsgServerName = 0; |
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int gmsgAmmoPickup = 0; |
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int gmsgWeapPickup = 0; |
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int gmsgItemPickup = 0; |
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int gmsgHideWeapon = 0; |
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int gmsgSetCurWeap = 0; |
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int gmsgSayText = 0; |
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int gmsgTextMsg = 0; |
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int gmsgSetFOV = 0; |
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int gmsgShowMenu = 0; |
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int gmsgGeigerRange = 0; |
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int gmsgTeamNames = 0; |
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int gmsgBhopcap = 0; |
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int gmsgStatusText = 0; |
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int gmsgStatusValue = 0; |
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int gmsgZoom = 0; |
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void LinkUserMessages( void ) |
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{ |
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// Already taken care of? |
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if( gmsgSelAmmo ) |
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{ |
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return; |
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} |
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gmsgSelAmmo = REG_USER_MSG( "SelAmmo", sizeof(SelAmmo) ); |
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gmsgCurWeapon = REG_USER_MSG( "CurWeapon", 3 ); |
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gmsgGeigerRange = REG_USER_MSG( "Geiger", 1 ); |
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gmsgFlashlight = REG_USER_MSG( "Flashlight", 2 ); |
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gmsgFlashBattery = REG_USER_MSG( "FlashBat", 1 ); |
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gmsgHealth = REG_USER_MSG( "Health", 1 ); |
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gmsgDamage = REG_USER_MSG( "Damage", 12 ); |
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gmsgBattery = REG_USER_MSG( "Battery", 2); |
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gmsgTrain = REG_USER_MSG( "Train", 1 ); |
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//gmsgHudText = REG_USER_MSG( "HudTextPro", -1 ); |
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gmsgHudText = REG_USER_MSG( "HudText", -1 ); // we don't use the message but 3rd party addons may! |
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gmsgSayText = REG_USER_MSG( "SayText", -1 ); |
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gmsgTextMsg = REG_USER_MSG( "TextMsg", -1 ); |
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gmsgWeaponList = REG_USER_MSG( "WeaponList", -1 ); |
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gmsgResetHUD = REG_USER_MSG( "ResetHUD", 1 ); // called every respawn |
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gmsgInitHUD = REG_USER_MSG( "InitHUD", 0 ); // called every time a new player joins the server |
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gmsgShowGameTitle = REG_USER_MSG( "GameTitle", 1 ); |
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gmsgDeathMsg = REG_USER_MSG( "DeathMsg", -1 ); |
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gmsgScoreInfo = REG_USER_MSG( "ScoreInfo", 9 ); |
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gmsgTeamInfo = REG_USER_MSG( "TeamInfo", -1 ); // sets the name of a player's team |
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gmsgTeamScore = REG_USER_MSG( "TeamScore", -1 ); // sets the score of a team on the scoreboard |
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gmsgGameMode = REG_USER_MSG( "GameMode", 1 ); |
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gmsgMOTD = REG_USER_MSG( "MOTD", -1 ); |
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gmsgServerName = REG_USER_MSG( "ServerName", -1 ); |
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gmsgAmmoPickup = REG_USER_MSG( "AmmoPickup", 2 ); |
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gmsgWeapPickup = REG_USER_MSG( "WeapPickup", 1 ); |
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gmsgItemPickup = REG_USER_MSG( "ItemPickup", -1 ); |
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gmsgHideWeapon = REG_USER_MSG( "HideWeapon", 1 ); |
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gmsgSetFOV = REG_USER_MSG( "SetFOV", 1 ); |
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gmsgShowMenu = REG_USER_MSG( "ShowMenu", -1 ); |
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gmsgShake = REG_USER_MSG( "ScreenShake", sizeof(ScreenShake) ); |
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gmsgFade = REG_USER_MSG( "ScreenFade", sizeof(ScreenFade) ); |
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gmsgAmmoX = REG_USER_MSG( "AmmoX", 2 ); |
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gmsgTeamNames = REG_USER_MSG( "TeamNames", -1 ); |
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gmsgBhopcap = REG_USER_MSG( "Bhopcap", 1 ); |
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gmsgStatusText = REG_USER_MSG( "StatusText", -1 ); |
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gmsgStatusValue = REG_USER_MSG( "StatusValue", 3 ); |
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gmsgZoom = REG_USER_MSG( "Zoom", 2 ); |
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} |
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LINK_ENTITY_TO_CLASS( player, CBasePlayer ) |
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void CBasePlayer::Pain( void ) |
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{ |
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float flRndSound;//sound randomizer |
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flRndSound = RANDOM_FLOAT( 0, 1 ); |
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if( flRndSound <= 0.33 ) |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_pain5.wav", 1, ATTN_NORM ); |
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else if( flRndSound <= 0.66 ) |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_pain6.wav", 1, ATTN_NORM ); |
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else |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_pain7.wav", 1, ATTN_NORM ); |
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} |
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Vector VecVelocityForDamage( float flDamage ) |
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{ |
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Vector vec( RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( 200, 300 ) ); |
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if( flDamage > -50 ) |
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vec = vec * 0.7; |
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else if( flDamage > -200 ) |
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vec = vec * 2; |
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else |
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vec = vec * 10; |
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return vec; |
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} |
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#if 0 |
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static void ThrowGib( entvars_t *pev, char *szGibModel, float flDamage ) |
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{ |
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edict_t *pentNew = CREATE_ENTITY(); |
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entvars_t *pevNew = VARS( pentNew ); |
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pevNew->origin = pev->origin; |
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SET_MODEL( ENT( pevNew ), szGibModel ); |
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UTIL_SetSize( pevNew, g_vecZero, g_vecZero ); |
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pevNew->velocity = VecVelocityForDamage( flDamage ); |
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pevNew->movetype = MOVETYPE_BOUNCE; |
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pevNew->solid = SOLID_NOT; |
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pevNew->avelocity.x = RANDOM_FLOAT( 0, 600 ); |
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pevNew->avelocity.y = RANDOM_FLOAT( 0, 600 ); |
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pevNew->avelocity.z = RANDOM_FLOAT( 0, 600 ); |
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CHANGE_METHOD( ENT( pevNew ), em_think, SUB_Remove ); |
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pevNew->ltime = gpGlobals->time; |
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pevNew->nextthink = gpGlobals->time + RANDOM_FLOAT( 10, 20 ); |
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pevNew->frame = 0; |
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pevNew->flags = 0; |
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} |
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static void ThrowHead( entvars_t *pev, char *szGibModel, floatflDamage ) |
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{ |
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SET_MODEL( ENT( pev ), szGibModel ); |
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pev->frame = 0; |
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pev->nextthink = -1; |
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pev->movetype = MOVETYPE_BOUNCE; |
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pev->takedamage = DAMAGE_NO; |
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pev->solid = SOLID_NOT; |
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pev->view_ofs = Vector( 0, 0, 8 ); |
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UTIL_SetSize( pev, Vector( -16, -16, 0 ), Vector( 16, 16, 56 ) ); |
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pev->velocity = VecVelocityForDamage( flDamage ); |
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pev->avelocity = RANDOM_FLOAT( -1, 1 ) * Vector( 0, 600, 0 ); |
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pev->origin.z -= 24; |
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ClearBits( pev->flags, FL_ONGROUND ); |
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} |
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#endif |
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int TrainSpeed( int iSpeed, int iMax ) |
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{ |
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float fSpeed, fMax; |
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int iRet = 0; |
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fMax = (float)iMax; |
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fSpeed = iSpeed; |
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fSpeed = fSpeed/fMax; |
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if( iSpeed < 0 ) |
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iRet = TRAIN_BACK; |
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else if( iSpeed == 0 ) |
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iRet = TRAIN_NEUTRAL; |
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else if( fSpeed < 0.33 ) |
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iRet = TRAIN_SLOW; |
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else if( fSpeed < 0.66 ) |
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iRet = TRAIN_MEDIUM; |
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else |
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iRet = TRAIN_FAST; |
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return iRet; |
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} |
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void CBasePlayer::DeathSound( void ) |
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{ |
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// water death sounds |
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/* |
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if( pev->waterlevel == 3 ) |
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{ |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE ); |
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return; |
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} |
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*/ |
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// temporarily using pain sounds for death sounds |
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switch( RANDOM_LONG( 1, 5 ) ) |
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{ |
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case 1: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_pain5.wav", 1, ATTN_NORM ); |
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break; |
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case 2: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_pain6.wav", 1, ATTN_NORM ); |
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break; |
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case 3: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_pain7.wav", 1, ATTN_NORM ); |
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break; |
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} |
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// play one of the suit death alarms |
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EMIT_GROUPNAME_SUIT( ENT( pev ), "HEV_DEAD" ); |
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} |
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// override takehealth |
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// bitsDamageType indicates type of damage healed. |
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int CBasePlayer::TakeHealth( float flHealth, int bitsDamageType ) |
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{ |
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return CBaseMonster::TakeHealth( flHealth, bitsDamageType ); |
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} |
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Vector CBasePlayer::GetGunPosition() |
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{ |
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//UTIL_MakeVectors( pev->v_angle ); |
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//m_HackedGunPos = pev->view_ofs; |
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Vector origin; |
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origin = pev->origin + pev->view_ofs; |
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return origin; |
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} |
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//========================================================= |
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// TraceAttack |
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//========================================================= |
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void CBasePlayer::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) |
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{ |
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if( pev->takedamage ) |
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{ |
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m_LastHitGroup = ptr->iHitgroup; |
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switch( ptr->iHitgroup ) |
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{ |
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case HITGROUP_GENERIC: |
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break; |
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case HITGROUP_HEAD: |
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flDamage *= gSkillData.plrHead; |
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break; |
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case HITGROUP_CHEST: |
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flDamage *= gSkillData.plrChest; |
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break; |
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case HITGROUP_STOMACH: |
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flDamage *= gSkillData.plrStomach; |
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break; |
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case HITGROUP_LEFTARM: |
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case HITGROUP_RIGHTARM: |
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flDamage *= gSkillData.plrArm; |
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break; |
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case HITGROUP_LEFTLEG: |
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case HITGROUP_RIGHTLEG: |
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flDamage *= gSkillData.plrLeg; |
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break; |
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default: |
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break; |
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} |
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SpawnBlood( ptr->vecEndPos, BloodColor(), flDamage );// a little surface blood. |
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TraceBleed( flDamage, vecDir, ptr, bitsDamageType ); |
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AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); |
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} |
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} |
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/* |
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Take some damage. |
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NOTE: each call to TakeDamage with bitsDamageType set to a time-based damage |
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type will cause the damage time countdown to be reset. Thus the ongoing effects of poison, radiation |
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etc are implemented with subsequent calls to TakeDamage using DMG_GENERIC. |
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*/ |
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#define ARMOR_RATIO 0.2 // Armor Takes 80% of the damage |
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#define ARMOR_BONUS 0.5 // Each Point of Armor is work 1/x points of health |
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int CBasePlayer::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
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{ |
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// have suit diagnose the problem - ie: report damage type |
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int bitsDamage = bitsDamageType; |
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int ffound = TRUE; |
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int fmajor; |
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int fcritical; |
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int fTookDamage; |
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int ftrivial; |
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float flRatio; |
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float flBonus; |
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float flHealthPrev = pev->health; |
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flBonus = ARMOR_BONUS; |
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flRatio = ARMOR_RATIO; |
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if( ( bitsDamageType & DMG_BLAST ) && g_pGameRules->IsMultiplayer() ) |
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{ |
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// blasts damage armor more. |
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flBonus *= 2; |
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} |
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// Already dead |
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if( !IsAlive() ) |
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return 0; |
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// go take the damage first |
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CBaseEntity *pAttacker = CBaseEntity::Instance( pevAttacker ); |
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if( !g_pGameRules->FPlayerCanTakeDamage( this, pAttacker ) ) |
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{ |
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// Refuse the damage |
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return 0; |
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} |
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// keep track of amount of damage last sustained |
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m_lastDamageAmount = (int)flDamage; |
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// Armor. |
|
if( !( pev->flags & FL_GODMODE ) && pev->armorvalue && !( bitsDamageType & ( DMG_FALL | DMG_DROWN ) ) )// armor doesn't protect against fall or drown damage! |
|
{ |
|
float flNew = flDamage * flRatio; |
|
|
|
float flArmor; |
|
|
|
flArmor = ( flDamage - flNew ) * flBonus; |
|
|
|
// Does this use more armor than we have? |
|
if( flArmor > pev->armorvalue ) |
|
{ |
|
flArmor = pev->armorvalue; |
|
flArmor *= ( 1 / flBonus ); |
|
flNew = flDamage - flArmor; |
|
pev->armorvalue = 0; |
|
} |
|
else |
|
pev->armorvalue -= flArmor; |
|
|
|
flDamage = flNew; |
|
} |
|
|
|
// this cast to INT is critical!!! If a player ends up with 0.5 health, the engine will get that |
|
// as an int (zero) and think the player is dead! (this will incite a clientside screentilt, etc) |
|
fTookDamage = CBaseMonster::TakeDamage( pevInflictor, pevAttacker, (int)flDamage, bitsDamageType ); |
|
|
|
// reset damage time countdown for each type of time based damage player just sustained |
|
{ |
|
for( int i = 0; i < CDMG_TIMEBASED; i++ ) |
|
if( bitsDamageType & ( DMG_PARALYZE << i ) ) |
|
m_rgbTimeBasedDamage[i] = 0; |
|
} |
|
|
|
// tell director about it |
|
MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR ); |
|
WRITE_BYTE( 9 ); // command length in bytes |
|
WRITE_BYTE( DRC_CMD_EVENT ); // take damage event |
|
WRITE_SHORT( ENTINDEX( this->edict() ) ); // index number of primary entity |
|
WRITE_SHORT( ENTINDEX( ENT( pevInflictor ) ) ); // index number of secondary entity |
|
WRITE_LONG( 5 ); // eventflags (priority and flags) |
|
MESSAGE_END(); |
|
|
|
// how bad is it, doc? |
|
ftrivial = ( pev->health > 75 || m_lastDamageAmount < 5 ); |
|
fmajor = ( m_lastDamageAmount > 25 ); |
|
fcritical = ( pev->health < 30 ); |
|
|
|
// handle all bits set in this damage message, |
|
// let the suit give player the diagnosis |
|
|
|
// UNDONE: add sounds for types of damage sustained (ie: burn, shock, slash ) |
|
|
|
// UNDONE: still need to record damage and heal messages for the following types |
|
|
|
// DMG_BURN |
|
// DMG_FREEZE |
|
// DMG_BLAST |
|
// DMG_SHOCK |
|
|
|
m_bitsDamageType |= bitsDamage; // Save this so we can report it to the client |
|
m_bitsHUDDamage = -1; // make sure the damage bits get resent |
|
|
|
while( fTookDamage && ( !ftrivial || ( bitsDamage & DMG_TIMEBASED ) ) && ffound && bitsDamage ) |
|
{ |
|
ffound = FALSE; |
|
|
|
if( bitsDamage & DMG_CLUB ) |
|
{ |
|
if( fmajor ) |
|
SetSuitUpdate( "!HEV_DMG4", FALSE, SUIT_NEXT_IN_30SEC ); // minor fracture |
|
bitsDamage &= ~DMG_CLUB; |
|
ffound = TRUE; |
|
} |
|
if( bitsDamage & ( DMG_FALL | DMG_CRUSH ) ) |
|
{ |
|
if( fmajor ) |
|
SetSuitUpdate( "!HEV_DMG5", FALSE, SUIT_NEXT_IN_30SEC ); // major fracture |
|
else |
|
SetSuitUpdate( "!HEV_DMG4", FALSE, SUIT_NEXT_IN_30SEC ); // minor fracture |
|
|
|
bitsDamage &= ~( DMG_FALL | DMG_CRUSH ); |
|
ffound = TRUE; |
|
} |
|
|
|
if( bitsDamage & DMG_BULLET ) |
|
{ |
|
if( m_lastDamageAmount > 5 ) |
|
SetSuitUpdate( "!HEV_DMG6", FALSE, SUIT_NEXT_IN_30SEC ); // blood loss detected |
|
//else |
|
// SetSuitUpdate( "!HEV_DMG0", FALSE, SUIT_NEXT_IN_30SEC ); // minor laceration |
|
|
|
bitsDamage &= ~DMG_BULLET; |
|
ffound = TRUE; |
|
} |
|
|
|
if( bitsDamage & DMG_SLASH ) |
|
{ |
|
if( fmajor ) |
|
SetSuitUpdate( "!HEV_DMG1", FALSE, SUIT_NEXT_IN_30SEC ); // major laceration |
|
else |
|
SetSuitUpdate( "!HEV_DMG0", FALSE, SUIT_NEXT_IN_30SEC ); // minor laceration |
|
|
|
bitsDamage &= ~DMG_SLASH; |
|
ffound = TRUE; |
|
} |
|
|
|
if( bitsDamage & DMG_SONIC ) |
|
{ |
|
if( fmajor ) |
|
SetSuitUpdate( "!HEV_DMG2", FALSE, SUIT_NEXT_IN_1MIN ); // internal bleeding |
|
bitsDamage &= ~DMG_SONIC; |
|
ffound = TRUE; |
|
} |
|
|
|
if( bitsDamage & ( DMG_POISON | DMG_PARALYZE ) ) |
|
{ |
|
SetSuitUpdate( "!HEV_DMG3", FALSE, SUIT_NEXT_IN_1MIN ); // blood toxins detected |
|
bitsDamage &= ~( DMG_POISON | DMG_PARALYZE ); |
|
ffound = TRUE; |
|
} |
|
|
|
if( bitsDamage & DMG_ACID ) |
|
{ |
|
SetSuitUpdate( "!HEV_DET1", FALSE, SUIT_NEXT_IN_1MIN ); // hazardous chemicals detected |
|
bitsDamage &= ~DMG_ACID; |
|
ffound = TRUE; |
|
} |
|
|
|
if( bitsDamage & DMG_NERVEGAS ) |
|
{ |
|
SetSuitUpdate( "!HEV_DET0", FALSE, SUIT_NEXT_IN_1MIN ); // biohazard detected |
|
bitsDamage &= ~DMG_NERVEGAS; |
|
ffound = TRUE; |
|
} |
|
|
|
if( bitsDamage & DMG_RADIATION ) |
|
{ |
|
SetSuitUpdate( "!HEV_DET2", FALSE, SUIT_NEXT_IN_1MIN ); // radiation detected |
|
bitsDamage &= ~DMG_RADIATION; |
|
ffound = TRUE; |
|
} |
|
if( bitsDamage & DMG_SHOCK ) |
|
{ |
|
bitsDamage &= ~DMG_SHOCK; |
|
ffound = TRUE; |
|
} |
|
} |
|
|
|
pev->punchangle.x = -2; |
|
|
|
if( fTookDamage && !ftrivial && fmajor && flHealthPrev >= 75 ) |
|
{ |
|
// first time we take major damage... |
|
// turn automedic on if not on |
|
SetSuitUpdate( "!HEV_MED1", FALSE, SUIT_NEXT_IN_30MIN ); // automedic on |
|
|
|
// give morphine shot if not given recently |
|
SetSuitUpdate( "!HEV_HEAL7", FALSE, SUIT_NEXT_IN_30MIN ); // morphine shot |
|
} |
|
|
|
if( fTookDamage && !ftrivial && fcritical && flHealthPrev < 75 ) |
|
{ |
|
// already took major damage, now it's critical... |
|
if( pev->health < 6 ) |
|
SetSuitUpdate( "!HEV_HLTH3", FALSE, SUIT_NEXT_IN_10MIN ); // near death |
|
else if( pev->health < 20 ) |
|
SetSuitUpdate( "!HEV_HLTH2", FALSE, SUIT_NEXT_IN_10MIN ); // health critical |
|
|
|
// give critical health warnings |
|
if( !RANDOM_LONG( 0, 3 ) && flHealthPrev < 50 ) |
|
SetSuitUpdate( "!HEV_DMG7", FALSE, SUIT_NEXT_IN_5MIN ); //seek medical attention |
|
} |
|
|
|
// if we're taking time based damage, warn about its continuing effects |
|
if( fTookDamage && ( bitsDamageType & DMG_TIMEBASED ) && flHealthPrev < 75 ) |
|
{ |
|
if( flHealthPrev < 50 ) |
|
{ |
|
if( !RANDOM_LONG( 0, 3 ) ) |
|
SetSuitUpdate( "!HEV_DMG7", FALSE, SUIT_NEXT_IN_5MIN ); //seek medical attention |
|
} |
|
else |
|
SetSuitUpdate( "!HEV_HLTH1", FALSE, SUIT_NEXT_IN_10MIN ); // health dropping |
|
} |
|
|
|
return fTookDamage; |
|
} |
|
|
|
//========================================================= |
|
// PackDeadPlayerItems - call this when a player dies to |
|
// pack up the appropriate weapons and ammo items, and to |
|
// destroy anything that shouldn't be packed. |
|
// |
|
// This is pretty brute force :( |
|
//========================================================= |
|
void CBasePlayer::PackDeadPlayerItems( void ) |
|
{ |
|
int iWeaponRules; |
|
int iAmmoRules; |
|
int i; |
|
CBasePlayerWeapon *rgpPackWeapons[MAX_WEAPONS] = {0,}; |
|
int iPackAmmo[MAX_AMMO_SLOTS]; |
|
int iPW = 0;// index into packweapons array |
|
int iPA = 0;// index into packammo array |
|
|
|
memset( iPackAmmo, -1, sizeof(iPackAmmo) ); |
|
|
|
// get the game rules |
|
iWeaponRules = g_pGameRules->DeadPlayerWeapons( this ); |
|
iAmmoRules = g_pGameRules->DeadPlayerAmmo( this ); |
|
|
|
if( iWeaponRules == GR_PLR_DROP_GUN_NO && iAmmoRules == GR_PLR_DROP_AMMO_NO ) |
|
{ |
|
// nothing to pack. Remove the weapons and return. Don't call create on the box! |
|
RemoveAllItems( TRUE ); |
|
return; |
|
} |
|
|
|
// go through all of the weapons and make a list of the ones to pack |
|
for( i = 0; i < MAX_ITEM_TYPES && iPW < MAX_WEAPONS; i++ ) |
|
{ |
|
if( m_rgpPlayerItems[i] ) |
|
{ |
|
// there's a weapon here. Should I pack it? |
|
CBasePlayerItem *pPlayerItem = m_rgpPlayerItems[i]; |
|
|
|
while( pPlayerItem && iPW < MAX_WEAPONS ) |
|
{ |
|
switch( iWeaponRules ) |
|
{ |
|
case GR_PLR_DROP_GUN_ACTIVE: |
|
if( m_pActiveItem && pPlayerItem == m_pActiveItem ) |
|
{ |
|
// this is the active item. Pack it. |
|
rgpPackWeapons[iPW++] = (CBasePlayerWeapon *)pPlayerItem; |
|
} |
|
break; |
|
case GR_PLR_DROP_GUN_ALL: |
|
rgpPackWeapons[iPW++] = (CBasePlayerWeapon *)pPlayerItem; |
|
break; |
|
default: |
|
break; |
|
} |
|
|
|
pPlayerItem = pPlayerItem->m_pNext; |
|
} |
|
} |
|
} |
|
|
|
// now go through ammo and make a list of which types to pack. |
|
if( iAmmoRules != GR_PLR_DROP_AMMO_NO ) |
|
{ |
|
for( i = 0; i < MAX_AMMO_SLOTS; i++ ) |
|
{ |
|
if( m_rgAmmo[i] > 0 ) |
|
{ |
|
// player has some ammo of this type. |
|
switch( iAmmoRules ) |
|
{ |
|
case GR_PLR_DROP_AMMO_ALL: |
|
iPackAmmo[iPA++] = i; |
|
break; |
|
case GR_PLR_DROP_AMMO_ACTIVE: |
|
if( m_pActiveItem && i == m_pActiveItem->PrimaryAmmoIndex() ) |
|
{ |
|
// this is the primary ammo type for the active weapon |
|
iPackAmmo[iPA++] = i; |
|
} |
|
else if( m_pActiveItem && i == m_pActiveItem->SecondaryAmmoIndex() ) |
|
{ |
|
// this is the secondary ammo type for the active weapon |
|
iPackAmmo[iPA++] = i; |
|
} |
|
break; |
|
default: |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
// create a box to pack the stuff into. |
|
CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create( "weaponbox", pev->origin, pev->angles, edict() ); |
|
|
|
pWeaponBox->pev->angles.x = 0;// don't let weaponbox tilt. |
|
pWeaponBox->pev->angles.z = 0; |
|
|
|
pWeaponBox->SetThink( &CWeaponBox::Kill ); |
|
pWeaponBox->pev->nextthink = gpGlobals->time + 120; |
|
|
|
// back these two lists up to their first elements |
|
iPA = 0; |
|
iPW = 0; |
|
|
|
// pack the ammo |
|
while( iPackAmmo[iPA] != -1 ) |
|
{ |
|
pWeaponBox->PackAmmo( MAKE_STRING( CBasePlayerItem::AmmoInfoArray[iPackAmmo[iPA]].pszName ), m_rgAmmo[iPackAmmo[iPA]] ); |
|
iPA++; |
|
} |
|
|
|
// now pack all of the items in the lists |
|
while( rgpPackWeapons[iPW] ) |
|
{ |
|
// weapon unhooked from the player. Pack it into der box. |
|
pWeaponBox->PackWeapon( rgpPackWeapons[iPW] ); |
|
|
|
iPW++; |
|
} |
|
|
|
pWeaponBox->pev->velocity = pev->velocity * 1.2;// weaponbox has player's velocity, then some. |
|
|
|
RemoveAllItems( TRUE );// now strip off everything that wasn't handled by the code above. |
|
} |
|
|
|
void CBasePlayer::RemoveAllItems( BOOL removeSuit ) |
|
{ |
|
if( m_pActiveItem ) |
|
{ |
|
ResetAutoaim(); |
|
m_pActiveItem->Holster(); |
|
m_pActiveItem = NULL; |
|
} |
|
|
|
m_pLastItem = NULL; |
|
|
|
if( m_pTank != 0 ) |
|
m_pTank->Use( this, this, USE_OFF, 0 ); |
|
|
|
int i; |
|
CBasePlayerItem *pPendingItem; |
|
for( i = 0; i < MAX_ITEM_TYPES; i++ ) |
|
{ |
|
m_pActiveItem = m_rgpPlayerItems[i]; |
|
m_rgpPlayerItems[i] = NULL; |
|
while( m_pActiveItem ) |
|
{ |
|
pPendingItem = m_pActiveItem->m_pNext; |
|
m_pActiveItem->Drop(); |
|
m_pActiveItem = pPendingItem; |
|
} |
|
} |
|
m_pActiveItem = NULL; |
|
|
|
pev->viewmodel = 0; |
|
pev->weaponmodel = 0; |
|
|
|
if( removeSuit ) |
|
pev->weapons = 0; |
|
else |
|
pev->weapons &= ~WEAPON_ALLWEAPONS; |
|
|
|
// Turn off flashlight |
|
ClearBits( pev->effects, EF_DIMLIGHT ); |
|
|
|
for( i = 0; i < MAX_AMMO_SLOTS; i++ ) |
|
m_rgAmmo[i] = 0; |
|
|
|
if( satchelfix.value ) |
|
DeactivateSatchels( this ); |
|
|
|
UpdateClientData(); |
|
|
|
// send Selected Weapon Message to our client |
|
MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pev ); |
|
WRITE_BYTE( 0 ); |
|
WRITE_BYTE( 0 ); |
|
WRITE_BYTE( 0 ); |
|
MESSAGE_END(); |
|
} |
|
|
|
/* |
|
* GLOBALS ASSUMED SET: g_ulModelIndexPlayer |
|
* |
|
* ENTITY_METHOD(PlayerDie) |
|
*/ |
|
entvars_t *g_pevLastInflictor; // Set in combat.cpp. Used to pass the damage inflictor for death messages. |
|
// Better solution: Add as parameter to all Killed() functions. |
|
|
|
void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib ) |
|
{ |
|
CSound *pSound; |
|
|
|
// Holster weapon immediately, to allow it to cleanup |
|
if( m_pActiveItem ) |
|
m_pActiveItem->Holster(); |
|
|
|
g_pGameRules->PlayerKilled( this, pevAttacker, g_pevLastInflictor ); |
|
|
|
if( m_pTank != 0 ) |
|
m_pTank->Use( this, this, USE_OFF, 0 ); |
|
|
|
// this client isn't going to be thinking for a while, so reset the sound until they respawn |
|
pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( edict() ) ); |
|
{ |
|
if( pSound ) |
|
{ |
|
pSound->Reset(); |
|
} |
|
} |
|
|
|
SetAnimation( PLAYER_DIE ); |
|
|
|
m_iRespawnFrames = 0; |
|
|
|
pev->modelindex = g_ulModelIndexPlayer; // don't use eyes |
|
|
|
pev->deadflag = DEAD_DYING; |
|
pev->movetype = MOVETYPE_TOSS; |
|
ClearBits( pev->flags, FL_ONGROUND ); |
|
if( pev->velocity.z < 10 ) |
|
pev->velocity.z += RANDOM_FLOAT( 0, 300 ); |
|
|
|
// clear out the suit message cache so we don't keep chattering |
|
SetSuitUpdate( NULL, FALSE, 0 ); |
|
|
|
// send "health" update message to zero |
|
m_iClientHealth = 0; |
|
MESSAGE_BEGIN( MSG_ONE, gmsgHealth, NULL, pev ); |
|
WRITE_BYTE( m_iClientHealth ); |
|
MESSAGE_END(); |
|
|
|
// Tell Ammo Hud that the player is dead |
|
MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pev ); |
|
WRITE_BYTE( 0 ); |
|
WRITE_BYTE( 0XFF ); |
|
WRITE_BYTE( 0xFF ); |
|
MESSAGE_END(); |
|
|
|
// reset FOV |
|
pev->fov = m_iFOV = m_iClientFOV = 0; |
|
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgSetFOV, NULL, pev ); |
|
WRITE_BYTE( 0 ); |
|
MESSAGE_END(); |
|
|
|
// UNDONE: Put this in, but add FFADE_PERMANENT and make fade time 8.8 instead of 4.12 |
|
// UTIL_ScreenFade( edict(), Vector( 128, 0, 0 ), 6, 15, 255, FFADE_OUT | FFADE_MODULATE ); |
|
|
|
if( ( pev->health < -40 && iGib != GIB_NEVER ) || iGib == GIB_ALWAYS ) |
|
{ |
|
pev->solid = SOLID_NOT; |
|
GibMonster(); // This clears pev->model |
|
pev->effects |= EF_NODRAW; |
|
return; |
|
} |
|
|
|
DeathSound(); |
|
|
|
pev->angles.x = 0; |
|
pev->angles.z = 0; |
|
|
|
SetThink( &CBasePlayer::PlayerDeathThink ); |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
} |
|
|
|
// Set the activity based on an event or current state |
|
void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) |
|
{ |
|
int animDesired; |
|
float speed; |
|
char szAnim[64]; |
|
|
|
speed = pev->velocity.Length2D(); |
|
|
|
if( pev->flags & FL_FROZEN ) |
|
{ |
|
speed = 0; |
|
playerAnim = PLAYER_IDLE; |
|
} |
|
|
|
switch( playerAnim ) |
|
{ |
|
case PLAYER_JUMP: |
|
m_IdealActivity = ACT_HOP; |
|
break; |
|
case PLAYER_SUPERJUMP: |
|
m_IdealActivity = ACT_LEAP; |
|
break; |
|
case PLAYER_DIE: |
|
m_IdealActivity = ACT_DIESIMPLE; |
|
m_IdealActivity = GetDeathActivity(); |
|
break; |
|
case PLAYER_ATTACK1: |
|
switch( m_Activity ) |
|
{ |
|
case ACT_HOVER: |
|
case ACT_SWIM: |
|
case ACT_HOP: |
|
case ACT_LEAP: |
|
case ACT_DIESIMPLE: |
|
m_IdealActivity = m_Activity; |
|
break; |
|
default: |
|
m_IdealActivity = ACT_RANGE_ATTACK1; |
|
break; |
|
} |
|
break; |
|
case PLAYER_IDLE: |
|
case PLAYER_WALK: |
|
if( !FBitSet( pev->flags, FL_ONGROUND ) && ( m_Activity == ACT_HOP || m_Activity == ACT_LEAP ) ) // Still jumping |
|
{ |
|
m_IdealActivity = m_Activity; |
|
} |
|
else if( pev->waterlevel > 1 ) |
|
{ |
|
if( speed == 0 ) |
|
m_IdealActivity = ACT_HOVER; |
|
else |
|
m_IdealActivity = ACT_SWIM; |
|
} |
|
else |
|
{ |
|
m_IdealActivity = ACT_WALK; |
|
} |
|
break; |
|
} |
|
|
|
switch( m_IdealActivity ) |
|
{ |
|
case ACT_HOVER: |
|
case ACT_LEAP: |
|
case ACT_SWIM: |
|
case ACT_HOP: |
|
case ACT_DIESIMPLE: |
|
default: |
|
if( m_Activity == m_IdealActivity ) |
|
return; |
|
m_Activity = m_IdealActivity; |
|
|
|
animDesired = LookupActivity( m_Activity ); |
|
|
|
// Already using the desired animation? |
|
if( pev->sequence == animDesired ) |
|
return; |
|
|
|
pev->gaitsequence = 0; |
|
pev->sequence = animDesired; |
|
pev->frame = 0; |
|
ResetSequenceInfo(); |
|
return; |
|
case ACT_RANGE_ATTACK1: |
|
if( FBitSet( pev->flags, FL_DUCKING ) ) // crouching |
|
strcpy( szAnim, "crouch_shoot_" ); |
|
else |
|
strcpy( szAnim, "ref_shoot_" ); |
|
strcat( szAnim, m_szAnimExtention ); |
|
animDesired = LookupSequence( szAnim ); |
|
if( animDesired == -1 ) |
|
animDesired = 0; |
|
|
|
if( pev->sequence != animDesired || !m_fSequenceLoops ) |
|
{ |
|
pev->frame = 0; |
|
} |
|
|
|
if( !m_fSequenceLoops ) |
|
{ |
|
pev->effects |= EF_NOINTERP; |
|
} |
|
|
|
m_Activity = m_IdealActivity; |
|
|
|
pev->sequence = animDesired; |
|
ResetSequenceInfo(); |
|
break; |
|
case ACT_WALK: |
|
if( m_Activity != ACT_RANGE_ATTACK1 || m_fSequenceFinished ) |
|
{ |
|
if( FBitSet( pev->flags, FL_DUCKING ) ) // crouching |
|
strcpy( szAnim, "crouch_aim_" ); |
|
else |
|
strcpy( szAnim, "ref_aim_" ); |
|
strcat( szAnim, m_szAnimExtention ); |
|
animDesired = LookupSequence( szAnim ); |
|
if( animDesired == -1 ) |
|
animDesired = 0; |
|
m_Activity = ACT_WALK; |
|
} |
|
else |
|
{ |
|
animDesired = pev->sequence; |
|
} |
|
} |
|
|
|
if( FBitSet( pev->flags, FL_DUCKING ) ) |
|
{ |
|
if( speed == 0 ) |
|
{ |
|
pev->gaitsequence = LookupActivity( ACT_CROUCHIDLE ); |
|
// pev->gaitsequence = LookupActivity( ACT_CROUCH ); |
|
} |
|
else |
|
{ |
|
pev->gaitsequence = LookupActivity( ACT_CROUCH ); |
|
} |
|
} |
|
else if( speed > 220 ) |
|
{ |
|
pev->gaitsequence = LookupActivity( ACT_RUN ); |
|
} |
|
else if( speed > 0 ) |
|
{ |
|
pev->gaitsequence = LookupActivity( ACT_WALK ); |
|
} |
|
else |
|
{ |
|
// pev->gaitsequence = LookupActivity( ACT_WALK ); |
|
pev->gaitsequence = LookupSequence( "deep_idle" ); |
|
} |
|
|
|
// Already using the desired animation? |
|
if( pev->sequence == animDesired ) |
|
return; |
|
|
|
//ALERT( at_console, "Set animation to %d\n", animDesired ); |
|
// Reset to first frame of desired animation |
|
pev->sequence = animDesired; |
|
pev->frame = 0; |
|
ResetSequenceInfo(); |
|
} |
|
|
|
/* |
|
=========== |
|
TabulateAmmo |
|
This function is used to find and store |
|
all the ammo we have into the ammo vars. |
|
============ |
|
*/ |
|
void CBasePlayer::TabulateAmmo() |
|
{ |
|
ammo_9mm = AmmoInventory( GetAmmoIndex( "9mm" ) ); |
|
ammo_357 = AmmoInventory( GetAmmoIndex( "357" ) ); |
|
ammo_argrens = AmmoInventory( GetAmmoIndex( "ARgrenades" ) ); |
|
ammo_bolts = AmmoInventory( GetAmmoIndex( "bolts" ) ); |
|
ammo_buckshot = AmmoInventory( GetAmmoIndex( "buckshot" ) ); |
|
ammo_rockets = AmmoInventory( GetAmmoIndex( "rockets" ) ); |
|
ammo_uranium = AmmoInventory( GetAmmoIndex( "uranium" ) ); |
|
ammo_hornets = AmmoInventory( GetAmmoIndex( "Hornets" ) ); |
|
ammo_ap9 = AmmoInventory( GetAmmoIndex( "ap9" ) ); |
|
ammo_taurus = AmmoInventory( GetAmmoIndex( "taurus" ) ); |
|
ammo_sniper = AmmoInventory( GetAmmoIndex( "sniper" ) ); |
|
} |
|
|
|
/* |
|
=========== |
|
WaterMove |
|
============ |
|
*/ |
|
#define AIRTIME 12 // lung full of air lasts this many seconds |
|
|
|
void CBasePlayer::WaterMove() |
|
{ |
|
int air; |
|
|
|
if( pev->movetype == MOVETYPE_NOCLIP ) |
|
return; |
|
|
|
if( pev->health < 0 ) |
|
return; |
|
|
|
// waterlevel 0 - not in water |
|
// waterlevel 1 - feet in water |
|
// waterlevel 2 - waist in water |
|
// waterlevel 3 - head in water |
|
|
|
if( pev->waterlevel != 3 ) |
|
{ |
|
// not underwater |
|
|
|
// play 'up for air' sound |
|
if( pev->air_finished < gpGlobals->time ) |
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_wade1.wav", 1, ATTN_NORM ); |
|
else if( pev->air_finished < gpGlobals->time + 9 ) |
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_wade2.wav", 1, ATTN_NORM ); |
|
|
|
pev->air_finished = gpGlobals->time + AIRTIME; |
|
pev->dmg = 2; |
|
|
|
// if we took drowning damage, give it back slowly |
|
if( m_idrowndmg > m_idrownrestored ) |
|
{ |
|
// set drowning damage bit. hack - dmg_drownrecover actually |
|
// makes the time based damage code 'give back' health over time. |
|
// make sure counter is cleared so we start count correctly. |
|
|
|
// NOTE: this actually causes the count to continue restarting |
|
// until all drowning damage is healed. |
|
|
|
m_bitsDamageType |= DMG_DROWNRECOVER; |
|
m_bitsDamageType &= ~DMG_DROWN; |
|
m_rgbTimeBasedDamage[itbd_DrownRecover] = 0; |
|
} |
|
} |
|
else |
|
{ // fully under water |
|
// stop restoring damage while underwater |
|
m_bitsDamageType &= ~DMG_DROWNRECOVER; |
|
m_rgbTimeBasedDamage[itbd_DrownRecover] = 0; |
|
|
|
if( pev->air_finished < gpGlobals->time ) // drown! |
|
{ |
|
if( pev->pain_finished < gpGlobals->time ) |
|
{ |
|
// take drowning damage |
|
pev->dmg += 1; |
|
if( pev->dmg > 5 ) |
|
pev->dmg = 5; |
|
TakeDamage( VARS( eoNullEntity ), VARS( eoNullEntity ), pev->dmg, DMG_DROWN ); |
|
pev->pain_finished = gpGlobals->time + 1; |
|
|
|
// track drowning damage, give it back when |
|
// player finally takes a breath |
|
|
|
m_idrowndmg += (int)pev->dmg; |
|
} |
|
} |
|
else |
|
{ |
|
m_bitsDamageType &= ~DMG_DROWN; |
|
} |
|
} |
|
|
|
if( !pev->waterlevel ) |
|
{ |
|
if( FBitSet( pev->flags, FL_INWATER ) ) |
|
{ |
|
ClearBits( pev->flags, FL_INWATER ); |
|
} |
|
return; |
|
} |
|
|
|
// make bubbles |
|
air = (int)( pev->air_finished - gpGlobals->time ); |
|
if( !RANDOM_LONG( 0, 0x1f ) && RANDOM_LONG( 0, AIRTIME - 1 ) >= air ) |
|
{ |
|
switch( RANDOM_LONG( 0, 3 ) ) |
|
{ |
|
case 0: |
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_swim1.wav", 0.8, ATTN_NORM ); |
|
break; |
|
case 1: |
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_swim2.wav", 0.8, ATTN_NORM ); |
|
break; |
|
case 2: |
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_swim3.wav", 0.8, ATTN_NORM ); |
|
break; |
|
case 3: |
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_swim4.wav", 0.8, ATTN_NORM ); |
|
break; |
|
} |
|
} |
|
|
|
if( pev->watertype == CONTENT_LAVA ) // do damage |
|
{ |
|
if( pev->dmgtime < gpGlobals->time ) |
|
TakeDamage( VARS( eoNullEntity ), VARS( eoNullEntity ), 10 * pev->waterlevel, DMG_BURN ); |
|
} |
|
else if( pev->watertype == CONTENT_SLIME ) // do damage |
|
{ |
|
pev->dmgtime = gpGlobals->time + 1; |
|
TakeDamage( VARS( eoNullEntity ), VARS( eoNullEntity ), 4 * pev->waterlevel, DMG_ACID ); |
|
} |
|
|
|
if( !FBitSet( pev->flags, FL_INWATER ) ) |
|
{ |
|
SetBits( pev->flags, FL_INWATER ); |
|
pev->dmgtime = 0; |
|
} |
|
} |
|
|
|
// TRUE if the player is attached to a ladder |
|
BOOL CBasePlayer::IsOnLadder( void ) |
|
{ |
|
return ( pev->movetype == MOVETYPE_FLY ); |
|
} |
|
|
|
void CBasePlayer::PlayerDeathThink( void ) |
|
{ |
|
float flForward; |
|
|
|
if( FBitSet( pev->flags, FL_ONGROUND ) ) |
|
{ |
|
flForward = pev->velocity.Length() - 20; |
|
if( flForward <= 0 ) |
|
pev->velocity = g_vecZero; |
|
else |
|
pev->velocity = flForward * pev->velocity.Normalize(); |
|
} |
|
|
|
if( HasWeapons() ) |
|
{ |
|
// we drop the guns here because weapons that have an area effect and can kill their user |
|
// will sometimes crash coming back from CBasePlayer::Killed() if they kill their owner because the |
|
// player class sometimes is freed. It's safer to manipulate the weapons once we know |
|
// we aren't calling into any of their code anymore through the player pointer. |
|
PackDeadPlayerItems(); |
|
} |
|
|
|
if( pev->modelindex && ( !m_fSequenceFinished ) && ( pev->deadflag == DEAD_DYING ) ) |
|
{ |
|
StudioFrameAdvance(); |
|
|
|
m_iRespawnFrames++; // Note, these aren't necessarily real "frames", so behavior is dependent on # of client movement commands |
|
if( m_iRespawnFrames < 120 ) // Animations should be no longer than this |
|
return; |
|
} |
|
|
|
// once we're done animating our death and we're on the ground, we want to set movetype to None so our dead body won't do collisions and stuff anymore |
|
// this prevents a bug where the dead body would go to a player's head if he walked over it while the dead player was clicking their button to respawn |
|
if( pev->movetype != MOVETYPE_NONE && FBitSet( pev->flags, FL_ONGROUND ) ) |
|
pev->movetype = MOVETYPE_NONE; |
|
|
|
if( pev->deadflag == DEAD_DYING ) |
|
pev->deadflag = DEAD_DEAD; |
|
|
|
StopAnimation(); |
|
|
|
pev->effects |= EF_NOINTERP; |
|
pev->framerate = 0.0; |
|
|
|
BOOL fAnyButtonDown = ( pev->button & ~IN_SCORE ); |
|
|
|
// wait for all buttons released |
|
if( pev->deadflag == DEAD_DEAD ) |
|
{ |
|
if( fAnyButtonDown ) |
|
return; |
|
|
|
if( g_pGameRules->FPlayerCanRespawn( this ) ) |
|
{ |
|
m_fDeadTime = gpGlobals->time; |
|
pev->deadflag = DEAD_RESPAWNABLE; |
|
} |
|
|
|
return; |
|
} |
|
|
|
// if the player has been dead for one second longer than allowed by forcerespawn, |
|
// forcerespawn isn't on. Send the player off to an intermission camera until they |
|
// choose to respawn. |
|
if( g_pGameRules->IsMultiplayer() && ( gpGlobals->time > ( m_fDeadTime + 6 ) ) && !( m_afPhysicsFlags & PFLAG_OBSERVER ) ) |
|
{ |
|
// go to dead camera. |
|
StartDeathCam(); |
|
} |
|
|
|
if( pev->iuser1 ) // player is in spectator mode |
|
return; |
|
|
|
// wait for any button down, or mp_forcerespawn is set and the respawn time is up |
|
if( !fAnyButtonDown && !( g_pGameRules->IsMultiplayer() && forcerespawn.value > 0 && ( gpGlobals->time > ( m_fDeadTime + 5 ) ) ) ) |
|
return; |
|
|
|
pev->button = 0; |
|
m_iRespawnFrames = 0; |
|
|
|
//ALERT( at_console, "Respawn\n" ); |
|
|
|
respawn( pev, !( m_afPhysicsFlags & PFLAG_OBSERVER ) );// don't copy a corpse if we're in deathcam. |
|
pev->nextthink = -1; |
|
} |
|
|
|
//========================================================= |
|
// StartDeathCam - find an intermission spot and send the |
|
// player off into observer mode |
|
//========================================================= |
|
void CBasePlayer::StartDeathCam( void ) |
|
{ |
|
edict_t *pSpot, *pNewSpot; |
|
int iRand; |
|
|
|
if( pev->view_ofs == g_vecZero ) |
|
{ |
|
// don't accept subsequent attempts to StartDeathCam() |
|
return; |
|
} |
|
|
|
pSpot = FIND_ENTITY_BY_CLASSNAME( NULL, "info_intermission" ); |
|
|
|
if( !FNullEnt( pSpot ) ) |
|
{ |
|
// at least one intermission spot in the world. |
|
iRand = RANDOM_LONG( 0, 3 ); |
|
|
|
while( iRand > 0 ) |
|
{ |
|
pNewSpot = FIND_ENTITY_BY_CLASSNAME( pSpot, "info_intermission" ); |
|
|
|
if( pNewSpot ) |
|
{ |
|
pSpot = pNewSpot; |
|
} |
|
|
|
iRand--; |
|
} |
|
|
|
CopyToBodyQue( pev ); |
|
|
|
UTIL_SetOrigin( pev, pSpot->v.origin ); |
|
pev->angles = pev->v_angle = pSpot->v.v_angle; |
|
} |
|
else |
|
{ |
|
// no intermission spot. Push them up in the air, looking down at their corpse |
|
TraceResult tr; |
|
CopyToBodyQue( pev ); |
|
UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, 128 ), ignore_monsters, edict(), &tr ); |
|
|
|
UTIL_SetOrigin( pev, tr.vecEndPos ); |
|
pev->angles = pev->v_angle = UTIL_VecToAngles( tr.vecEndPos - pev->origin ); |
|
} |
|
|
|
// start death cam |
|
m_afPhysicsFlags |= PFLAG_OBSERVER; |
|
pev->view_ofs = g_vecZero; |
|
pev->fixangle = TRUE; |
|
pev->solid = SOLID_NOT; |
|
pev->takedamage = DAMAGE_NO; |
|
pev->movetype = MOVETYPE_NONE; |
|
pev->modelindex = 0; |
|
} |
|
|
|
void CBasePlayer::StartObserver( Vector vecPosition, Vector vecViewAngle ) |
|
{ |
|
// clear any clientside entities attached to this player |
|
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); |
|
WRITE_BYTE( TE_KILLPLAYERATTACHMENTS ); |
|
WRITE_BYTE( (BYTE)entindex() ); |
|
MESSAGE_END(); |
|
|
|
// Holster weapon immediately, to allow it to cleanup |
|
if( m_pActiveItem ) |
|
m_pActiveItem->Holster(); |
|
|
|
if( m_pTank != 0 ) |
|
m_pTank->Use( this, this, USE_OFF, 0 ); |
|
|
|
// clear out the suit message cache so we don't keep chattering |
|
SetSuitUpdate( NULL, FALSE, 0 ); |
|
|
|
// Tell Ammo Hud that the player is dead |
|
MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pev ); |
|
WRITE_BYTE( 0 ); |
|
WRITE_BYTE( 0XFF ); |
|
WRITE_BYTE( 0xFF ); |
|
MESSAGE_END(); |
|
|
|
// reset FOV |
|
m_iFOV = m_iClientFOV = 0; |
|
pev->fov = m_iFOV; |
|
MESSAGE_BEGIN( MSG_ONE, gmsgSetFOV, NULL, pev ); |
|
WRITE_BYTE( 0 ); |
|
MESSAGE_END(); |
|
|
|
// Setup flags |
|
m_iHideHUD = ( HIDEHUD_HEALTH | HIDEHUD_WEAPONS ); |
|
m_afPhysicsFlags |= PFLAG_OBSERVER; |
|
pev->effects = EF_NODRAW; |
|
pev->view_ofs = g_vecZero; |
|
pev->angles = pev->v_angle = vecViewAngle; |
|
pev->fixangle = TRUE; |
|
pev->solid = SOLID_NOT; |
|
pev->takedamage = DAMAGE_NO; |
|
pev->movetype = MOVETYPE_NONE; |
|
ClearBits( m_afPhysicsFlags, PFLAG_DUCKING ); |
|
ClearBits( pev->flags, FL_DUCKING ); |
|
pev->deadflag = DEAD_RESPAWNABLE; |
|
pev->health = 1; |
|
|
|
// Clear out the status bar |
|
m_fInitHUD = TRUE; |
|
|
|
pev->team = 0; |
|
MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo ); |
|
WRITE_BYTE( ENTINDEX(edict()) ); |
|
WRITE_STRING( "" ); |
|
MESSAGE_END(); |
|
|
|
// Remove all the player's stuff |
|
RemoveAllItems( FALSE ); |
|
|
|
// Move them to the new position |
|
UTIL_SetOrigin( pev, vecPosition ); |
|
|
|
// Find a player to watch |
|
m_flNextObserverInput = 0; |
|
Observer_SetMode( m_iObserverLastMode ); |
|
} |
|
|
|
// |
|
// PlayerUse - handles USE keypress |
|
// |
|
#define PLAYER_SEARCH_RADIUS (float)64 |
|
|
|
void CBasePlayer::PlayerUse( void ) |
|
{ |
|
if( IsObserver() ) |
|
return; |
|
|
|
// Was use pressed or released? |
|
if( !( ( pev->button | m_afButtonPressed | m_afButtonReleased) & IN_USE ) ) |
|
return; |
|
|
|
// Hit Use on a train? |
|
if( m_afButtonPressed & IN_USE ) |
|
{ |
|
if( m_pTank != 0 ) |
|
{ |
|
// Stop controlling the tank |
|
// TODO: Send HUD Update |
|
m_pTank->Use( this, this, USE_OFF, 0 ); |
|
return; |
|
} |
|
else |
|
{ |
|
if( m_afPhysicsFlags & PFLAG_ONTRAIN ) |
|
{ |
|
m_afPhysicsFlags &= ~PFLAG_ONTRAIN; |
|
m_iTrain = TRAIN_NEW|TRAIN_OFF; |
|
return; |
|
} |
|
else |
|
{ // Start controlling the train! |
|
CBaseEntity *pTrain = CBaseEntity::Instance( pev->groundentity ); |
|
|
|
if( pTrain && !( pev->button & IN_JUMP ) && FBitSet( pev->flags, FL_ONGROUND ) && (pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE ) && pTrain->OnControls( pev ) ) |
|
{ |
|
m_afPhysicsFlags |= PFLAG_ONTRAIN; |
|
m_iTrain = TrainSpeed( (int)pTrain->pev->speed, pTrain->pev->impulse ); |
|
m_iTrain |= TRAIN_NEW; |
|
char* usesound = "plats/train_use1.wav"; |
|
|
|
CFuncTrackTrain* pTrackTrain = (CFuncTrackTrain*)pTrain; |
|
|
|
if( pTrackTrain && pTrackTrain->UseCustomSounds() ) |
|
{ |
|
if( pTrackTrain->IsCar() ) |
|
usesound = "plats/train_use2.wav"; |
|
else if( pTrackTrain->IsTrain() ) |
|
usesound = "plats/train_use6.wav"; |
|
} |
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, usesound, 0.8, ATTN_NORM ); |
|
return; |
|
} |
|
} |
|
} |
|
} |
|
|
|
CBaseEntity *pObject = NULL; |
|
CBaseEntity *pClosest = NULL; |
|
Vector vecLOS; |
|
float flMaxDot = VIEW_FIELD_NARROW; |
|
float flDot; |
|
|
|
UTIL_MakeVectors( pev->v_angle );// so we know which way we are facing |
|
|
|
while( ( pObject = UTIL_FindEntityInSphere( pObject, pev->origin, PLAYER_SEARCH_RADIUS ) ) != NULL ) |
|
{ |
|
if( pObject->ObjectCaps() & ( FCAP_IMPULSE_USE | FCAP_CONTINUOUS_USE | FCAP_ONOFF_USE ) ) |
|
{ |
|
// !!!PERFORMANCE- should this check be done on a per case basis AFTER we've determined that |
|
// this object is actually usable? This dot is being done for every object within PLAYER_SEARCH_RADIUS |
|
// when player hits the use key. How many objects can be in that area, anyway? (sjb) |
|
vecLOS = ( VecBModelOrigin( pObject->pev ) - ( pev->origin + pev->view_ofs ) ); |
|
|
|
// This essentially moves the origin of the target to the corner nearest the player to test to see |
|
// if it's "hull" is in the view cone |
|
vecLOS = UTIL_ClampVectorToBox( vecLOS, pObject->pev->size * 0.5 ); |
|
|
|
flDot = DotProduct( vecLOS , gpGlobals->v_forward ); |
|
if( flDot > flMaxDot ) |
|
{ |
|
// only if the item is in front of the user |
|
pClosest = pObject; |
|
flMaxDot = flDot; |
|
//ALERT( at_console, "%s : %f\n", STRING( pObject->pev->classname ), flDot ); |
|
} |
|
//ALERT( at_console, "%s : %f\n", STRING( pObject->pev->classname ), flDot ); |
|
} |
|
} |
|
pObject = pClosest; |
|
|
|
// Found an object |
|
if( pObject ) |
|
{ |
|
//!!!UNDONE: traceline here to prevent USEing buttons through walls |
|
int caps = pObject->ObjectCaps(); |
|
|
|
if( m_afButtonPressed & IN_USE ) |
|
EMIT_SOUND( ENT(pev), CHAN_ITEM, "common/wpn_select.wav", 0.4, ATTN_NORM ); |
|
|
|
if( ( ( pev->button & IN_USE ) && ( caps & FCAP_CONTINUOUS_USE ) ) || |
|
( ( m_afButtonPressed & IN_USE ) && ( caps & ( FCAP_IMPULSE_USE | FCAP_ONOFF_USE ) ) ) ) |
|
{ |
|
if( caps & FCAP_CONTINUOUS_USE ) |
|
m_afPhysicsFlags |= PFLAG_USING; |
|
|
|
pObject->Use( this, this, USE_SET, 1 ); |
|
} |
|
// UNDONE: Send different USE codes for ON/OFF. Cache last ONOFF_USE object to send 'off' if you turn away |
|
else if( ( m_afButtonReleased & IN_USE ) && ( pObject->ObjectCaps() & FCAP_ONOFF_USE ) ) // BUGBUG This is an "off" use |
|
{ |
|
pObject->Use( this, this, USE_SET, 0 ); |
|
} |
|
} |
|
else |
|
{ |
|
if( m_afButtonPressed & IN_USE ) |
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "common/wpn_denyselect.wav", 0.4, ATTN_NORM ); |
|
} |
|
} |
|
|
|
void CBasePlayer::Jump() |
|
{ |
|
Vector vecWallCheckDir;// direction we're tracing a line to find a wall when walljumping |
|
Vector vecAdjustedVelocity; |
|
Vector vecSpot; |
|
TraceResult tr; |
|
|
|
if( FBitSet( pev->flags, FL_WATERJUMP ) ) |
|
return; |
|
|
|
if( pev->waterlevel >= 2 ) |
|
{ |
|
return; |
|
} |
|
|
|
// jump velocity is sqrt( height * gravity * 2) |
|
|
|
// If this isn't the first frame pressing the jump button, break out. |
|
if( !FBitSet( m_afButtonPressed, IN_JUMP ) ) |
|
return; // don't pogo stick |
|
|
|
if( !( pev->flags & FL_ONGROUND ) || !pev->groundentity ) |
|
{ |
|
return; |
|
} |
|
|
|
// many features in this function use v_forward, so makevectors now. |
|
UTIL_MakeVectors( pev->angles ); |
|
|
|
// ClearBits( pev->flags, FL_ONGROUND ); // don't stairwalk |
|
|
|
SetAnimation( PLAYER_JUMP ); |
|
|
|
if( m_fLongJump && |
|
( pev->button & IN_DUCK ) && |
|
( pev->flDuckTime > 0 ) && |
|
pev->velocity.Length() > 50 ) |
|
{ |
|
SetAnimation( PLAYER_SUPERJUMP ); |
|
} |
|
|
|
// If you're standing on a conveyor, add it's velocity to yours (for momentum) |
|
entvars_t *pevGround = VARS( pev->groundentity ); |
|
if( pevGround && ( pevGround->flags & FL_CONVEYOR ) ) |
|
{ |
|
pev->velocity = pev->velocity + pev->basevelocity; |
|
} |
|
} |
|
|
|
// This is a glorious hack to find free space when you've crouched into some solid space |
|
// Our crouching collisions do not work correctly for some reason and this is easier |
|
// than fixing the problem :( |
|
void FixPlayerCrouchStuck( edict_t *pPlayer ) |
|
{ |
|
TraceResult trace; |
|
|
|
// Move up as many as 18 pixels if the player is stuck. |
|
for( int i = 0; i < 18; i++ ) |
|
{ |
|
UTIL_TraceHull( pPlayer->v.origin, pPlayer->v.origin, dont_ignore_monsters, head_hull, pPlayer, &trace ); |
|
if( trace.fStartSolid ) |
|
pPlayer->v.origin.z++; |
|
else |
|
break; |
|
} |
|
} |
|
|
|
void CBasePlayer::Duck() |
|
{ |
|
if( pev->button & IN_DUCK ) |
|
{ |
|
if( m_IdealActivity != ACT_LEAP ) |
|
{ |
|
SetAnimation( PLAYER_WALK ); |
|
} |
|
} |
|
} |
|
|
|
// |
|
// ID's player as such. |
|
// |
|
int CBasePlayer::Classify( void ) |
|
{ |
|
return CLASS_PLAYER; |
|
} |
|
|
|
void CBasePlayer::AddPoints( int score, BOOL bAllowNegativeScore ) |
|
{ |
|
// Positive score always adds |
|
if( score < 0 ) |
|
{ |
|
if( !bAllowNegativeScore ) |
|
{ |
|
if( pev->frags < 0 ) // Can't go more negative |
|
return; |
|
|
|
if( -score > pev->frags ) // Will this go negative? |
|
{ |
|
score = (int)( -pev->frags ); // Sum will be 0 |
|
} |
|
} |
|
} |
|
|
|
pev->frags += score; |
|
|
|
MESSAGE_BEGIN( MSG_ALL, gmsgScoreInfo ); |
|
WRITE_BYTE( ENTINDEX( edict() ) ); |
|
WRITE_SHORT( (int)pev->frags ); |
|
WRITE_SHORT( m_iDeaths ); |
|
WRITE_SHORT( 0 ); |
|
WRITE_SHORT( g_pGameRules->GetTeamIndex( m_szTeamName ) + 1 ); |
|
MESSAGE_END(); |
|
} |
|
|
|
void CBasePlayer::AddPointsToTeam( int score, BOOL bAllowNegativeScore ) |
|
{ |
|
int index = entindex(); |
|
|
|
for( int i = 1; i <= gpGlobals->maxClients; i++ ) |
|
{ |
|
CBaseEntity *pPlayer = UTIL_PlayerByIndex( i ); |
|
|
|
if( pPlayer && i != index ) |
|
{ |
|
if( g_pGameRules->PlayerRelationship( this, pPlayer ) == GR_TEAMMATE ) |
|
{ |
|
pPlayer->AddPoints( score, bAllowNegativeScore ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
//Player ID |
|
void CBasePlayer::InitStatusBar() |
|
{ |
|
m_flStatusBarDisappearDelay = 0; |
|
m_SbarString1[0] = m_SbarString0[0] = 0; |
|
} |
|
|
|
void CBasePlayer::UpdateStatusBar() |
|
{ |
|
int newSBarState[SBAR_END] = {0}; |
|
char sbuf0[SBAR_STRING_SIZE]; |
|
char sbuf1[ SBAR_STRING_SIZE ]; |
|
|
|
strcpy( sbuf0, m_SbarString0 ); |
|
strcpy( sbuf1, m_SbarString1 ); |
|
|
|
// Find an ID Target |
|
TraceResult tr; |
|
UTIL_MakeVectors( pev->v_angle + pev->punchangle ); |
|
Vector vecSrc = EyePosition(); |
|
Vector vecEnd = vecSrc + ( gpGlobals->v_forward * MAX_ID_RANGE ); |
|
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, edict(), &tr ); |
|
|
|
if( tr.flFraction != 1.0 ) |
|
{ |
|
if( !FNullEnt( tr.pHit ) ) |
|
{ |
|
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); |
|
|
|
if( pEntity->Classify() == CLASS_PLAYER ) |
|
{ |
|
newSBarState[SBAR_ID_TARGETNAME] = ENTINDEX( pEntity->edict() ); |
|
strcpy( sbuf1, "1 %p1\n2 Health: %i2%%\n3 Armor: %i3%%" ); |
|
|
|
// allies and medics get to see the targets health |
|
if( g_pGameRules->PlayerRelationship( this, pEntity ) == GR_TEAMMATE ) |
|
{ |
|
newSBarState[SBAR_ID_TARGETHEALTH] = (int)( 100 * ( pEntity->pev->health / pEntity->pev->max_health ) ); |
|
newSBarState[SBAR_ID_TARGETARMOR] = (int)pEntity->pev->armorvalue; //No need to get it % based since 100 it's the max. |
|
} |
|
|
|
m_flStatusBarDisappearDelay = gpGlobals->time + 1.0; |
|
} |
|
} |
|
else if( m_flStatusBarDisappearDelay > gpGlobals->time ) |
|
{ |
|
// hold the values for a short amount of time after viewing the object |
|
newSBarState[SBAR_ID_TARGETNAME] = m_izSBarState[SBAR_ID_TARGETNAME]; |
|
newSBarState[SBAR_ID_TARGETHEALTH] = m_izSBarState[SBAR_ID_TARGETHEALTH]; |
|
newSBarState[SBAR_ID_TARGETARMOR] = m_izSBarState[SBAR_ID_TARGETARMOR]; |
|
} |
|
} |
|
|
|
BOOL bForceResend = FALSE; |
|
|
|
if( strcmp( sbuf0, m_SbarString0 ) ) |
|
{ |
|
MESSAGE_BEGIN( MSG_ONE, gmsgStatusText, NULL, pev ); |
|
WRITE_BYTE( 0 ); |
|
WRITE_STRING( sbuf0 ); |
|
MESSAGE_END(); |
|
|
|
strcpy( m_SbarString0, sbuf0 ); |
|
|
|
// make sure everything's resent |
|
bForceResend = TRUE; |
|
} |
|
|
|
if( strcmp( sbuf1, m_SbarString1 ) ) |
|
{ |
|
MESSAGE_BEGIN( MSG_ONE, gmsgStatusText, NULL, pev ); |
|
WRITE_BYTE( 1 ); |
|
WRITE_STRING( sbuf1 ); |
|
MESSAGE_END(); |
|
|
|
strcpy( m_SbarString1, sbuf1 ); |
|
|
|
// make sure everything's resent |
|
bForceResend = TRUE; |
|
} |
|
|
|
// Check values and send if they don't match |
|
for( int i = 1; i < SBAR_END; i++ ) |
|
{ |
|
if( newSBarState[i] != m_izSBarState[i] || bForceResend ) |
|
{ |
|
MESSAGE_BEGIN( MSG_ONE, gmsgStatusValue, NULL, pev ); |
|
WRITE_BYTE( i ); |
|
WRITE_SHORT( newSBarState[i] ); |
|
MESSAGE_END(); |
|
|
|
m_izSBarState[i] = newSBarState[i]; |
|
} |
|
} |
|
} |
|
|
|
#define CLIMB_SHAKE_FREQUENCY 22 // how many frames in between screen shakes when climbing |
|
#define MAX_CLIMB_SPEED 200 // fastest vertical climbing speed possible |
|
#define CLIMB_SPEED_DEC 15 // climbing deceleration rate |
|
#define CLIMB_PUNCH_X -7 // how far to 'punch' client X axis when climbing |
|
#define CLIMB_PUNCH_Z 7 // how far to 'punch' client Z axis when climbing |
|
|
|
void CBasePlayer::PreThink( void ) |
|
{ |
|
int buttonsChanged = ( m_afButtonLast ^ pev->button ); // These buttons have changed this frame |
|
|
|
// Debounced button codes for pressed/released |
|
// UNDONE: Do we need auto-repeat? |
|
m_afButtonPressed = buttonsChanged & pev->button; // The changed ones still down are "pressed" |
|
m_afButtonReleased = buttonsChanged & ( ~pev->button ); // The ones not down are "released" |
|
|
|
g_pGameRules->PlayerThink( this ); |
|
|
|
if( g_fGameOver ) |
|
return; // intermission or finale |
|
|
|
UTIL_MakeVectors( pev->v_angle ); // is this still used? |
|
|
|
ItemPreFrame(); |
|
WaterMove(); |
|
|
|
if( g_pGameRules && g_pGameRules->FAllowFlashlight() ) |
|
m_iHideHUD &= ~HIDEHUD_FLASHLIGHT; |
|
else |
|
m_iHideHUD |= HIDEHUD_FLASHLIGHT; |
|
|
|
// JOHN: checks if new client data (for HUD and view control) needs to be sent to the client |
|
UpdateClientData(); |
|
|
|
CheckTimeBasedDamage(); |
|
|
|
CheckSuitUpdate(); |
|
|
|
// Observer Button Handling |
|
if( IsObserver() ) |
|
{ |
|
Observer_HandleButtons(); |
|
Observer_CheckTarget(); |
|
Observer_CheckProperties(); |
|
pev->impulse = 0; |
|
return; |
|
} |
|
|
|
if( pev->deadflag >= DEAD_DYING ) |
|
{ |
|
PlayerDeathThink(); |
|
return; |
|
} |
|
|
|
// So the correct flags get sent to client asap. |
|
// |
|
if( m_afPhysicsFlags & PFLAG_ONTRAIN ) |
|
pev->flags |= FL_ONTRAIN; |
|
else |
|
pev->flags &= ~FL_ONTRAIN; |
|
|
|
// Train speed control |
|
if( m_afPhysicsFlags & PFLAG_ONTRAIN ) |
|
{ |
|
CBaseEntity *pTrain = CBaseEntity::Instance( pev->groundentity ); |
|
float vel; |
|
|
|
if( !pTrain ) |
|
{ |
|
TraceResult trainTrace; |
|
// Maybe this is on the other side of a level transition |
|
UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -38 ), ignore_monsters, ENT( pev ), &trainTrace ); |
|
|
|
// HACKHACK - Just look for the func_tracktrain classname |
|
if( trainTrace.flFraction != 1.0 && trainTrace.pHit ) |
|
pTrain = CBaseEntity::Instance( trainTrace.pHit ); |
|
|
|
if( !pTrain || !( pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE ) || !pTrain->OnControls( pev ) ) |
|
{ |
|
//ALERT( at_error, "In train mode with no train!\n" ); |
|
m_afPhysicsFlags &= ~PFLAG_ONTRAIN; |
|
m_iTrain = TRAIN_NEW|TRAIN_OFF; |
|
return; |
|
} |
|
} |
|
else if( !FBitSet( pev->flags, FL_ONGROUND ) || FBitSet( pTrain->pev->spawnflags, SF_TRACKTRAIN_NOCONTROL ) || ( pev->button & ( IN_MOVELEFT | IN_MOVERIGHT ) ) ) |
|
{ |
|
// Turn off the train if you jump, strafe, or the train controls go dead |
|
m_afPhysicsFlags &= ~PFLAG_ONTRAIN; |
|
m_iTrain = TRAIN_NEW | TRAIN_OFF; |
|
return; |
|
} |
|
|
|
pev->velocity = g_vecZero; |
|
vel = 0; |
|
if( m_afButtonPressed & IN_FORWARD ) |
|
{ |
|
vel = 1; |
|
pTrain->Use( this, this, USE_SET, (float)vel ); |
|
} |
|
else if( m_afButtonPressed & IN_BACK ) |
|
{ |
|
vel = -1; |
|
pTrain->Use( this, this, USE_SET, (float)vel ); |
|
} |
|
|
|
if( vel ) |
|
{ |
|
m_iTrain = TrainSpeed( (int)pTrain->pev->speed, pTrain->pev->impulse ); |
|
m_iTrain |= TRAIN_ACTIVE|TRAIN_NEW; |
|
} |
|
} |
|
else if( m_iTrain & TRAIN_ACTIVE ) |
|
m_iTrain = TRAIN_NEW; // turn off train |
|
|
|
if( pev->button & IN_JUMP ) |
|
{ |
|
// If on a ladder, jump off the ladder |
|
// else Jump |
|
Jump(); |
|
} |
|
|
|
// If trying to duck, already ducked, or in the process of ducking |
|
if( ( pev->button & IN_DUCK ) || FBitSet( pev->flags,FL_DUCKING ) || ( m_afPhysicsFlags & PFLAG_DUCKING ) ) |
|
Duck(); |
|
|
|
if( !FBitSet( pev->flags, FL_ONGROUND ) ) |
|
{ |
|
m_flFallVelocity = -pev->velocity.z; |
|
} |
|
|
|
// StudioFrameAdvance();//!!!HACKHACK!!! Can't be hit by traceline when not animating? |
|
|
|
// Clear out ladder pointer |
|
m_hEnemy = NULL; |
|
|
|
if( m_afPhysicsFlags & PFLAG_ONBARNACLE ) |
|
{ |
|
pev->velocity = g_vecZero; |
|
} |
|
} |
|
/* Time based Damage works as follows: |
|
1) There are several types of timebased damage: |
|
|
|
#define DMG_PARALYZE (1 << 14) // slows affected creature down |
|
#define DMG_NERVEGAS (1 << 15) // nerve toxins, very bad |
|
#define DMG_POISON (1 << 16) // blood poisioning |
|
#define DMG_RADIATION (1 << 17) // radiation exposure |
|
#define DMG_DROWNRECOVER (1 << 18) // drown recovery |
|
#define DMG_ACID (1 << 19) // toxic chemicals or acid burns |
|
#define DMG_SLOWBURN (1 << 20) // in an oven |
|
#define DMG_SLOWFREEZE (1 << 21) // in a subzero freezer |
|
|
|
2) A new hit inflicting tbd restarts the tbd counter - each monster has an 8bit counter, |
|
per damage type. The counter is decremented every second, so the maximum time |
|
an effect will last is 255/60 = 4.25 minutes. Of course, staying within the radius |
|
of a damaging effect like fire, nervegas, radiation will continually reset the counter to max. |
|
|
|
3) Every second that a tbd counter is running, the player takes damage. The damage |
|
is determined by the type of tdb. |
|
Paralyze - 1/2 movement rate, 30 second duration. |
|
Nervegas - 5 points per second, 16 second duration = 80 points max dose. |
|
Poison - 2 points per second, 25 second duration = 50 points max dose. |
|
Radiation - 1 point per second, 50 second duration = 50 points max dose. |
|
Drown - 5 points per second, 2 second duration. |
|
Acid/Chemical - 5 points per second, 10 second duration = 50 points max. |
|
Burn - 10 points per second, 2 second duration. |
|
Freeze - 3 points per second, 10 second duration = 30 points max. |
|
|
|
4) Certain actions or countermeasures counteract the damaging effects of tbds: |
|
|
|
Armor/Heater/Cooler - Chemical(acid),burn, freeze all do damage to armor power, then to body |
|
- recharged by suit recharger |
|
Air In Lungs - drowning damage is done to air in lungs first, then to body |
|
- recharged by poking head out of water |
|
- 10 seconds if swiming fast |
|
Air In SCUBA - drowning damage is done to air in tanks first, then to body |
|
- 2 minutes in tanks. Need new tank once empty. |
|
Radiation Syringe - Each syringe full provides protection vs one radiation dosage |
|
Antitoxin Syringe - Each syringe full provides protection vs one poisoning (nervegas or poison). |
|
Health kit - Immediate stop to acid/chemical, fire or freeze damage. |
|
Radiation Shower - Immediate stop to radiation damage, acid/chemical or fire damage. |
|
*/ |
|
|
|
// If player is taking time based damage, continue doing damage to player - |
|
// this simulates the effect of being poisoned, gassed, dosed with radiation etc - |
|
// anything that continues to do damage even after the initial contact stops. |
|
// Update all time based damage counters, and shut off any that are done. |
|
|
|
// The m_bitsDamageType bit MUST be set if any damage is to be taken. |
|
// This routine will detect the initial on value of the m_bitsDamageType |
|
// and init the appropriate counter. Only processes damage every second. |
|
|
|
//#define PARALYZE_DURATION 30 // number of 2 second intervals to take damage |
|
//#define PARALYZE_DAMAGE 0.0 // damage to take each 2 second interval |
|
|
|
//#define NERVEGAS_DURATION 16 |
|
//#define NERVEGAS_DAMAGE 5.0 |
|
|
|
//#define POISON_DURATION 25 |
|
//#define POISON_DAMAGE 2.0 |
|
|
|
//#define RADIATION_DURATION 50 |
|
//#define RADIATION_DAMAGE 1.0 |
|
|
|
//#define ACID_DURATION 10 |
|
//#define ACID_DAMAGE 5.0 |
|
|
|
//#define SLOWBURN_DURATION 2 |
|
//#define SLOWBURN_DAMAGE 1.0 |
|
|
|
//#define SLOWFREEZE_DURATION 1.0 |
|
//#define SLOWFREEZE_DAMAGE 3.0 |
|
|
|
void CBasePlayer::CheckTimeBasedDamage() |
|
{ |
|
int i; |
|
BYTE bDuration = 0; |
|
|
|
//static float gtbdPrev = 0.0; |
|
|
|
if( !( m_bitsDamageType & DMG_TIMEBASED ) ) |
|
return; |
|
|
|
// only check for time based damage approx. every 2 seconds |
|
if( fabs( gpGlobals->time - m_tbdPrev ) < 2.0 ) |
|
return; |
|
|
|
m_tbdPrev = gpGlobals->time; |
|
|
|
for( i = 0; i < CDMG_TIMEBASED; i++ ) |
|
{ |
|
// make sure bit is set for damage type |
|
if( m_bitsDamageType & ( DMG_PARALYZE << i ) ) |
|
{ |
|
switch( i ) |
|
{ |
|
case itbd_Paralyze: |
|
// UNDONE - flag movement as half-speed |
|
bDuration = PARALYZE_DURATION; |
|
break; |
|
case itbd_NerveGas: |
|
//TakeDamage( pev, pev, NERVEGAS_DAMAGE, DMG_GENERIC ); |
|
bDuration = NERVEGAS_DURATION; |
|
break; |
|
case itbd_Poison: |
|
TakeDamage( pev, pev, POISON_DAMAGE, DMG_GENERIC ); |
|
bDuration = POISON_DURATION; |
|
break; |
|
case itbd_Radiation: |
|
//TakeDamage( pev, pev, RADIATION_DAMAGE, DMG_GENERIC ); |
|
bDuration = RADIATION_DURATION; |
|
break; |
|
case itbd_DrownRecover: |
|
// NOTE: this hack is actually used to RESTORE health |
|
// after the player has been drowning and finally takes a breath |
|
if( m_idrowndmg > m_idrownrestored ) |
|
{ |
|
int idif = Q_min( m_idrowndmg - m_idrownrestored, 10 ); |
|
|
|
TakeHealth( idif, DMG_GENERIC ); |
|
m_idrownrestored += idif; |
|
} |
|
bDuration = 4; // get up to 5*10 = 50 points back |
|
break; |
|
case itbd_Acid: |
|
//TakeDamage( pev, pev, ACID_DAMAGE, DMG_GENERIC ); |
|
bDuration = ACID_DURATION; |
|
break; |
|
case itbd_SlowBurn: |
|
//TakeDamage( pev, pev, SLOWBURN_DAMAGE, DMG_GENERIC ); |
|
bDuration = SLOWBURN_DURATION; |
|
break; |
|
case itbd_SlowFreeze: |
|
//TakeDamage( pev, pev, SLOWFREEZE_DAMAGE, DMG_GENERIC ); |
|
bDuration = SLOWFREEZE_DURATION; |
|
break; |
|
default: |
|
bDuration = 0; |
|
} |
|
|
|
if( m_rgbTimeBasedDamage[i] ) |
|
{ |
|
// use up an antitoxin on poison or nervegas after a few seconds of damage |
|
if( ( ( i == itbd_NerveGas ) && ( m_rgbTimeBasedDamage[i] < NERVEGAS_DURATION ) ) || |
|
( ( i == itbd_Poison ) && ( m_rgbTimeBasedDamage[i] < POISON_DURATION ) ) ) |
|
{ |
|
if( m_rgItems[ITEM_ANTIDOTE] ) |
|
{ |
|
m_rgbTimeBasedDamage[i] = 0; |
|
m_rgItems[ITEM_ANTIDOTE]--; |
|
SetSuitUpdate( "!HEV_HEAL4", FALSE, SUIT_REPEAT_OK ); |
|
} |
|
} |
|
|
|
// decrement damage duration, detect when done. |
|
if( !m_rgbTimeBasedDamage[i] || --m_rgbTimeBasedDamage[i] == 0 ) |
|
{ |
|
m_rgbTimeBasedDamage[i] = 0; |
|
|
|
// if we're done, clear damage bits |
|
m_bitsDamageType &= ~( DMG_PARALYZE << i ); |
|
} |
|
} |
|
else |
|
// first time taking this damage type - init damage duration |
|
m_rgbTimeBasedDamage[i] = bDuration; |
|
} |
|
} |
|
} |
|
|
|
/* |
|
THE POWER SUIT |
|
|
|
The Suit provides 3 main functions: Protection, Notification and Augmentation. |
|
Some functions are automatic, some require power. |
|
The player gets the suit shortly after getting off the train in C1A0 and it stays |
|
with him for the entire game. |
|
|
|
Protection |
|
|
|
Heat/Cold |
|
When the player enters a hot/cold area, the heating/cooling indicator on the suit |
|
will come on and the battery will drain while the player stays in the area. |
|
After the battery is dead, the player starts to take damage. |
|
This feature is built into the suit and is automatically engaged. |
|
Radiation Syringe |
|
This will cause the player to be immune from the effects of radiation for N seconds. Single use item. |
|
Anti-Toxin Syringe |
|
This will cure the player from being poisoned. Single use item. |
|
Health |
|
Small (1st aid kits, food, etc.) |
|
Large (boxes on walls) |
|
Armor |
|
The armor works using energy to create a protective field that deflects a |
|
percentage of damage projectile and explosive attacks. After the armor has been deployed, |
|
it will attempt to recharge itself to full capacity with the energy reserves from the battery. |
|
It takes the armor N seconds to fully charge. |
|
|
|
Notification (via the HUD) |
|
|
|
x Health |
|
x Ammo |
|
x Automatic Health Care |
|
Notifies the player when automatic healing has been engaged. |
|
x Geiger counter |
|
Classic Geiger counter sound and status bar at top of HUD |
|
alerts player to dangerous levels of radiation. This is not visible when radiation levels are normal. |
|
x Poison |
|
Armor |
|
Displays the current level of armor. |
|
|
|
Augmentation |
|
|
|
Reanimation (w/adrenaline) |
|
Causes the player to come back to life after he has been dead for 3 seconds. |
|
Will not work if player was gibbed. Single use. |
|
Long Jump |
|
Used by hitting the ??? key(s). Caused the player to further than normal. |
|
SCUBA |
|
Used automatically after picked up and after player enters the water. |
|
Works for N seconds. Single use. |
|
|
|
Things powered by the battery |
|
|
|
Armor |
|
Uses N watts for every M units of damage. |
|
Heat/Cool |
|
Uses N watts for every second in hot/cold area. |
|
Long Jump |
|
Uses N watts for every jump. |
|
Alien Cloak |
|
Uses N watts for each use. Each use lasts M seconds. |
|
Alien Shield |
|
Augments armor. Reduces Armor drain by one half |
|
*/ |
|
|
|
// if in range of radiation source, ping geiger counter |
|
|
|
#define GEIGERDELAY 0.25 |
|
|
|
void CBasePlayer::UpdateGeigerCounter( void ) |
|
{ |
|
BYTE range; |
|
|
|
// delay per update ie: don't flood net with these msgs |
|
if( gpGlobals->time < m_flgeigerDelay ) |
|
return; |
|
|
|
m_flgeigerDelay = gpGlobals->time + GEIGERDELAY; |
|
|
|
// send range to radition source to client |
|
range = (BYTE)( m_flgeigerRange / 4 ); |
|
|
|
if( range != m_igeigerRangePrev ) |
|
{ |
|
m_igeigerRangePrev = range; |
|
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgGeigerRange, NULL, pev ); |
|
WRITE_BYTE( range ); |
|
MESSAGE_END(); |
|
} |
|
|
|
// reset counter and semaphore |
|
if( !RANDOM_LONG( 0, 3 ) ) |
|
m_flgeigerRange = 1000; |
|
} |
|
|
|
/* |
|
================ |
|
CheckSuitUpdate |
|
|
|
Play suit update if it's time |
|
================ |
|
*/ |
|
|
|
#define SUITUPDATETIME 3.5 |
|
#define SUITFIRSTUPDATETIME 0.1 |
|
|
|
void CBasePlayer::CheckSuitUpdate() |
|
{ |
|
int i; |
|
int isentence = 0; |
|
int isearch = m_iSuitPlayNext; |
|
|
|
// Ignore suit updates if no suit |
|
if( !( pev->weapons & ( 1 << WEAPON_SUIT ) ) ) |
|
return; |
|
|
|
// if in range of radiation source, ping geiger counter |
|
UpdateGeigerCounter(); |
|
|
|
if( g_pGameRules->IsMultiplayer() ) |
|
{ |
|
// don't bother updating HEV voice in multiplayer. |
|
return; |
|
} |
|
|
|
if( gpGlobals->time >= m_flSuitUpdate && m_flSuitUpdate > 0 ) |
|
{ |
|
// play a sentence off of the end of the queue |
|
for( i = 0; i < CSUITPLAYLIST; i++ ) |
|
{ |
|
if( ( isentence = m_rgSuitPlayList[isearch] ) ) |
|
break; |
|
|
|
if( ++isearch == CSUITPLAYLIST ) |
|
isearch = 0; |
|
} |
|
|
|
if( isentence ) |
|
{ |
|
m_rgSuitPlayList[isearch] = 0; |
|
if( isentence > 0 ) |
|
{ |
|
// play sentence number |
|
char sentence[CBSENTENCENAME_MAX + 1]; |
|
strcpy( sentence, "!" ); |
|
strcat( sentence, gszallsentencenames[isentence] ); |
|
EMIT_SOUND_SUIT( ENT( pev ), sentence ); |
|
} |
|
else |
|
{ |
|
// play sentence group |
|
EMIT_GROUPID_SUIT( ENT( pev ), -isentence ); |
|
} |
|
m_flSuitUpdate = gpGlobals->time + SUITUPDATETIME; |
|
} |
|
else |
|
// queue is empty, don't check |
|
m_flSuitUpdate = 0; |
|
} |
|
} |
|
|
|
// add sentence to suit playlist queue. if fgroup is true, then |
|
// name is a sentence group (HEV_AA), otherwise name is a specific |
|
// sentence name ie: !HEV_AA0. If iNoRepeat is specified in |
|
// seconds, then we won't repeat playback of this word or sentence |
|
// for at least that number of seconds. |
|
|
|
void CBasePlayer::SetSuitUpdate( const char *name, int fgroup, int iNoRepeatTime ) |
|
{ |
|
} |
|
|
|
/* |
|
================ |
|
CheckPowerups |
|
|
|
Check for turning off powerups |
|
|
|
GLOBALS ASSUMED SET: g_ulModelIndexPlayer |
|
================ |
|
*/ |
|
static void CheckPowerups( entvars_t *pev ) |
|
{ |
|
if( pev->health <= 0 ) |
|
return; |
|
|
|
pev->modelindex = g_ulModelIndexPlayer; // don't use eyes |
|
} |
|
|
|
//========================================================= |
|
// UpdatePlayerSound - updates the position of the player's |
|
// reserved sound slot in the sound list. |
|
//========================================================= |
|
void CBasePlayer::UpdatePlayerSound( void ) |
|
{ |
|
int iBodyVolume; |
|
int iVolume; |
|
CSound *pSound; |
|
|
|
pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( edict() ) ); |
|
|
|
if( !pSound ) |
|
{ |
|
ALERT( at_console, "Client lost reserved sound!\n" ); |
|
return; |
|
} |
|
|
|
pSound->m_iType = bits_SOUND_NONE; |
|
|
|
// now calculate the best target volume for the sound. If the player's weapon |
|
// is louder than his body/movement, use the weapon volume, else, use the body volume. |
|
if( FBitSet( pev->flags, FL_ONGROUND ) ) |
|
{ |
|
iBodyVolume = (int)pev->velocity.Length(); |
|
|
|
// clamp the noise that can be made by the body, in case a push trigger, |
|
// weapon recoil, or anything shoves the player abnormally fast. |
|
if( iBodyVolume > 512 ) |
|
{ |
|
iBodyVolume = 512; |
|
} |
|
} |
|
else |
|
{ |
|
iBodyVolume = 0; |
|
} |
|
|
|
if( pev->button & IN_JUMP ) |
|
{ |
|
iBodyVolume += 100; |
|
} |
|
|
|
// convert player move speed and actions into sound audible by monsters. |
|
if( m_iWeaponVolume > iBodyVolume ) |
|
{ |
|
m_iTargetVolume = m_iWeaponVolume; |
|
|
|
// OR in the bits for COMBAT sound if the weapon is being louder than the player. |
|
pSound->m_iType |= bits_SOUND_COMBAT; |
|
} |
|
else |
|
{ |
|
m_iTargetVolume = iBodyVolume; |
|
} |
|
|
|
// decay weapon volume over time so bits_SOUND_COMBAT stays set for a while |
|
m_iWeaponVolume -= (int)( 250 * gpGlobals->frametime ); |
|
if( m_iWeaponVolume < 0 ) |
|
{ |
|
iVolume = 0; |
|
} |
|
|
|
// if target volume is greater than the player sound's current volume, we paste the new volume in |
|
// immediately. If target is less than the current volume, current volume is not set immediately to the |
|
// lower volume, rather works itself towards target volume over time. This gives monsters a much better chance |
|
// to hear a sound, especially if they don't listen every frame. |
|
iVolume = pSound->m_iVolume; |
|
|
|
if( m_iTargetVolume > iVolume ) |
|
{ |
|
iVolume = m_iTargetVolume; |
|
} |
|
else if( iVolume > m_iTargetVolume ) |
|
{ |
|
iVolume -= (int)( 250 * gpGlobals->frametime ); |
|
|
|
if( iVolume < m_iTargetVolume ) |
|
{ |
|
iVolume = 0; |
|
} |
|
} |
|
|
|
if( m_fNoPlayerSound ) |
|
{ |
|
// debugging flag, lets players move around and shoot without monsters hearing. |
|
iVolume = 0; |
|
} |
|
|
|
if( gpGlobals->time > m_flStopExtraSoundTime ) |
|
{ |
|
// since the extra sound that a weapon emits only lasts for one client frame, we keep that sound around for a server frame or two |
|
// after actual emission to make sure it gets heard. |
|
m_iExtraSoundTypes = 0; |
|
} |
|
|
|
if( pSound ) |
|
{ |
|
pSound->m_vecOrigin = pev->origin; |
|
pSound->m_iType |= ( bits_SOUND_PLAYER | m_iExtraSoundTypes ); |
|
pSound->m_iVolume = iVolume; |
|
} |
|
|
|
// keep track of virtual muzzle flash |
|
m_iWeaponFlash -= (int)( 256 * gpGlobals->frametime ); |
|
if( m_iWeaponFlash < 0 ) |
|
m_iWeaponFlash = 0; |
|
|
|
//UTIL_MakeVectors( pev->angles ); |
|
//gpGlobals->v_forward.z = 0; |
|
|
|
// Below are a couple of useful little bits that make it easier to determine just how much noise the |
|
// player is making. |
|
// UTIL_ParticleEffect( pev->origin + gpGlobals->v_forward * iVolume, g_vecZero, 255, 25 ); |
|
//ALERT( at_console, "%d/%d\n", iVolume, m_iTargetVolume ); |
|
} |
|
|
|
void CBasePlayer::PostThink() |
|
{ |
|
if( g_fGameOver ) |
|
goto pt_end; // intermission or finale |
|
|
|
if( !IsAlive() ) |
|
goto pt_end; |
|
|
|
// Handle Tank controlling |
|
if( m_pTank != 0 ) |
|
{ |
|
// if they've moved too far from the gun, or selected a weapon, unuse the gun |
|
if( m_pTank->OnControls( pev ) && !pev->weaponmodel ) |
|
{ |
|
m_pTank->Use( this, this, USE_SET, 2 ); // try fire the gun |
|
} |
|
else |
|
{ |
|
// they've moved off the platform |
|
m_pTank->Use( this, this, USE_OFF, 0 ); |
|
} |
|
} |
|
|
|
// do weapon stuff |
|
ItemPostFrame(); |
|
|
|
// check to see if player landed hard enough to make a sound |
|
// falling farther than half of the maximum safe distance, but not as far a max safe distance will |
|
// play a bootscrape sound, and no damage will be inflicted. Fallling a distance shorter than half |
|
// of maximum safe distance will make no sound. Falling farther than max safe distance will play a |
|
// fallpain sound, and damage will be inflicted based on how far the player fell |
|
|
|
if( ( FBitSet( pev->flags, FL_ONGROUND ) ) && ( pev->health > 0 ) && m_flFallVelocity >= PLAYER_FALL_PUNCH_THRESHHOLD ) |
|
{ |
|
// ALERT( at_console, "%f\n", m_flFallVelocity ); |
|
if( pev->watertype == CONTENT_WATER ) |
|
{ |
|
// Did he hit the world or a non-moving entity? |
|
// BUG - this happens all the time in water, especially when |
|
// BUG - water has current force |
|
// if( !pev->groundentity || VARS(pev->groundentity )->velocity.z == 0 ) |
|
// EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_wade1.wav", 1, ATTN_NORM ); |
|
} |
|
else if( m_flFallVelocity > PLAYER_MAX_SAFE_FALL_SPEED ) |
|
{ |
|
// after this point, we start doing damage |
|
float flFallDamage = g_pGameRules->FlPlayerFallDamage( this ); |
|
|
|
if( flFallDamage > pev->health ) |
|
{ |
|
//splat |
|
// note: play on item channel because we play footstep landing on body channel |
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "common/bodysplat.wav", 1, ATTN_NORM ); |
|
} |
|
|
|
if( flFallDamage > 0 ) |
|
{ |
|
TakeDamage( VARS( eoNullEntity ), VARS( eoNullEntity ), flFallDamage, DMG_FALL ); |
|
pev->punchangle.x = 0; |
|
} |
|
} |
|
|
|
if( IsAlive() ) |
|
{ |
|
SetAnimation( PLAYER_WALK ); |
|
} |
|
} |
|
|
|
if( FBitSet( pev->flags, FL_ONGROUND ) ) |
|
{ |
|
if( m_flFallVelocity > 64 && !g_pGameRules->IsMultiplayer() ) |
|
{ |
|
CSoundEnt::InsertSound( bits_SOUND_PLAYER, pev->origin, (int)m_flFallVelocity, 0.2 ); |
|
// ALERT( at_console, "fall %f\n", m_flFallVelocity ); |
|
} |
|
m_flFallVelocity = 0; |
|
} |
|
|
|
// select the proper animation for the player character |
|
if( IsAlive() ) |
|
{ |
|
if( !pev->velocity.x && !pev->velocity.y ) |
|
SetAnimation( PLAYER_IDLE ); |
|
else if( ( pev->velocity.x || pev->velocity.y ) && ( FBitSet( pev->flags, FL_ONGROUND ) ) ) |
|
SetAnimation( PLAYER_WALK ); |
|
else if( pev->waterlevel > 1 ) |
|
SetAnimation( PLAYER_WALK ); |
|
} |
|
|
|
StudioFrameAdvance(); |
|
CheckPowerups( pev ); |
|
|
|
UpdatePlayerSound(); |
|
pt_end: |
|
if( pev->deadflag == DEAD_NO ) |
|
m_vecLastViewAngles = pev->angles; |
|
else |
|
pev->angles = m_vecLastViewAngles; |
|
|
|
// Track button info so we can detect 'pressed' and 'released' buttons next frame |
|
m_afButtonLast = pev->button; |
|
|
|
#if defined( CLIENT_WEAPONS ) |
|
// Decay timers on weapons |
|
// go through all of the weapons and make a list of the ones to pack |
|
for( int i = 0; i < MAX_ITEM_TYPES; i++ ) |
|
{ |
|
if( m_rgpPlayerItems[i] ) |
|
{ |
|
CBasePlayerItem *pPlayerItem = m_rgpPlayerItems[i]; |
|
|
|
while( pPlayerItem ) |
|
{ |
|
CBasePlayerWeapon *gun; |
|
|
|
gun = (CBasePlayerWeapon *)pPlayerItem->GetWeaponPtr(); |
|
|
|
if( gun && gun->UseDecrement() ) |
|
{ |
|
gun->m_flNextPrimaryAttack = Q_max( gun->m_flNextPrimaryAttack - gpGlobals->frametime, -1.0 ); |
|
gun->m_flNextSecondaryAttack = Q_max( gun->m_flNextSecondaryAttack - gpGlobals->frametime, -0.001 ); |
|
|
|
if( gun->m_flTimeWeaponIdle != 1000 ) |
|
{ |
|
gun->m_flTimeWeaponIdle = Q_max( gun->m_flTimeWeaponIdle - gpGlobals->frametime, -0.001 ); |
|
} |
|
|
|
if( gun->pev->fuser1 != 1000 ) |
|
{ |
|
gun->pev->fuser1 = Q_max( gun->pev->fuser1 - gpGlobals->frametime, -0.001 ); |
|
} |
|
|
|
// Only decrement if not flagged as NO_DECREMENT |
|
/*if( gun->m_flPumpTime != 1000 ) |
|
{ |
|
gun->m_flPumpTime = Q_max( gun->m_flPumpTime - gpGlobals->frametime, -0.001 ); |
|
}*/ |
|
} |
|
|
|
pPlayerItem = pPlayerItem->m_pNext; |
|
} |
|
} |
|
} |
|
|
|
m_flNextAttack -= gpGlobals->frametime; |
|
if( m_flNextAttack < -0.001 ) |
|
m_flNextAttack = -0.001; |
|
|
|
if( m_flNextAmmoBurn != 1000 ) |
|
{ |
|
m_flNextAmmoBurn -= gpGlobals->frametime; |
|
|
|
if( m_flNextAmmoBurn < -0.001 ) |
|
m_flNextAmmoBurn = -0.001; |
|
} |
|
|
|
if( m_flAmmoStartCharge != 1000 ) |
|
{ |
|
m_flAmmoStartCharge -= gpGlobals->frametime; |
|
|
|
if( m_flAmmoStartCharge < -0.001 ) |
|
m_flAmmoStartCharge = -0.001; |
|
} |
|
#else |
|
return; |
|
#endif |
|
} |
|
|
|
// checks if the spot is clear of players |
|
BOOL IsSpawnPointValid( CBaseEntity *pPlayer, CBaseEntity *pSpot ) |
|
{ |
|
CBaseEntity *ent = NULL; |
|
|
|
if( !pSpot->IsTriggered( pPlayer ) ) |
|
{ |
|
return FALSE; |
|
} |
|
|
|
while( ( ent = UTIL_FindEntityInSphere( ent, pSpot->pev->origin, 128 ) ) != NULL ) |
|
{ |
|
// if ent is a client, don't spawn on 'em |
|
if( ent->IsPlayer() && ent != pPlayer ) |
|
return FALSE; |
|
} |
|
|
|
return TRUE; |
|
} |
|
|
|
DLL_GLOBAL CBaseEntity *g_pLastSpawn; |
|
inline int FNullEnt( CBaseEntity *ent ) { return ( ent == NULL ) || FNullEnt( ent->edict() ); } |
|
|
|
/* |
|
============ |
|
EntSelectSpawnPoint |
|
|
|
Returns the entity to spawn at |
|
|
|
USES AND SETS GLOBAL g_pLastSpawn |
|
============ |
|
*/ |
|
edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer ) |
|
{ |
|
CBaseEntity *pSpot; |
|
edict_t *player; |
|
|
|
player = pPlayer->edict(); |
|
|
|
// choose a info_player_deathmatch point |
|
if( g_pGameRules->IsCoOp() ) |
|
{ |
|
pSpot = UTIL_FindEntityByClassname( g_pLastSpawn, "info_player_coop" ); |
|
if( !FNullEnt( pSpot ) ) |
|
goto ReturnSpot; |
|
pSpot = UTIL_FindEntityByClassname( g_pLastSpawn, "info_player_start" ); |
|
if( !FNullEnt(pSpot) ) |
|
goto ReturnSpot; |
|
} |
|
else if( g_pGameRules->IsDeathmatch() ) |
|
{ |
|
pSpot = g_pLastSpawn; |
|
// Randomize the start spot |
|
for( int i = RANDOM_LONG( 1, 5 ); i > 0; i-- ) |
|
pSpot = UTIL_FindEntityByClassname( pSpot, "info_player_deathmatch" ); |
|
if( FNullEnt( pSpot ) ) // skip over the null point |
|
pSpot = UTIL_FindEntityByClassname( pSpot, "info_player_deathmatch" ); |
|
|
|
CBaseEntity *pFirstSpot = pSpot; |
|
|
|
do |
|
{ |
|
if( pSpot ) |
|
{ |
|
// check if pSpot is valid |
|
if( IsSpawnPointValid( pPlayer, pSpot ) ) |
|
{ |
|
if( pSpot->pev->origin == Vector( 0, 0, 0 ) ) |
|
{ |
|
pSpot = UTIL_FindEntityByClassname( pSpot, "info_player_deathmatch" ); |
|
continue; |
|
} |
|
|
|
// if so, go to pSpot |
|
goto ReturnSpot; |
|
} |
|
} |
|
// increment pSpot |
|
pSpot = UTIL_FindEntityByClassname( pSpot, "info_player_deathmatch" ); |
|
} while( pSpot != pFirstSpot ); // loop if we're not back to the start |
|
|
|
// we haven't found a place to spawn yet, so kill any guy at the first spawn point and spawn there |
|
if( !FNullEnt( pSpot ) ) |
|
{ |
|
CBaseEntity *ent = NULL; |
|
while( ( ent = UTIL_FindEntityInSphere( ent, pSpot->pev->origin, 128 ) ) != NULL ) |
|
{ |
|
// if ent is a client, kill em (unless they are ourselves) |
|
if( ent->IsPlayer() && !(ent->edict() == player) ) |
|
ent->TakeDamage( VARS( INDEXENT( 0 ) ), VARS( INDEXENT( 0 ) ), 300, DMG_GENERIC ); |
|
} |
|
goto ReturnSpot; |
|
} |
|
} |
|
|
|
// If startspot is set, (re)spawn there. |
|
if( FStringNull( gpGlobals->startspot ) || !strlen(STRING( gpGlobals->startspot ) ) ) |
|
{ |
|
pSpot = UTIL_FindEntityByClassname( NULL, "info_player_start" ); |
|
if( !FNullEnt( pSpot ) ) |
|
goto ReturnSpot; |
|
} |
|
else |
|
{ |
|
pSpot = UTIL_FindEntityByTargetname( NULL, STRING( gpGlobals->startspot ) ); |
|
if( !FNullEnt( pSpot ) ) |
|
goto ReturnSpot; |
|
} |
|
|
|
ReturnSpot: |
|
if( FNullEnt( pSpot ) ) |
|
{ |
|
ALERT( at_error, "PutClientInServer: no info_player_start on level" ); |
|
return INDEXENT( 0 ); |
|
} |
|
|
|
g_pLastSpawn = pSpot; |
|
return pSpot->edict(); |
|
} |
|
|
|
void CBasePlayer::Spawn( void ) |
|
{ |
|
pev->classname = MAKE_STRING( "player" ); |
|
pev->health = 100; |
|
pev->armorvalue = 0; |
|
pev->takedamage = DAMAGE_AIM; |
|
pev->solid = SOLID_SLIDEBOX; |
|
pev->movetype = MOVETYPE_WALK; |
|
pev->max_health = pev->health; |
|
pev->flags &= FL_PROXY; // keep proxy flag sey by engine |
|
pev->flags |= FL_CLIENT; |
|
pev->air_finished = gpGlobals->time + 12; |
|
pev->dmg = 2; // initial water damage |
|
pev->effects = 0; |
|
pev->deadflag = DEAD_NO; |
|
pev->dmg_take = 0; |
|
pev->dmg_save = 0; |
|
pev->friction = 1.0; |
|
pev->gravity = 1.0; |
|
m_bitsHUDDamage = -1; |
|
m_bitsDamageType = 0; |
|
m_afPhysicsFlags = 0; |
|
m_fLongJump = FALSE;// no longjump module. |
|
|
|
g_engfuncs.pfnSetPhysicsKeyValue( edict(), "slj", "0" ); |
|
g_engfuncs.pfnSetPhysicsKeyValue( edict(), "hl", "1" ); |
|
|
|
pev->fov = m_iFOV = 0;// init field of view. |
|
m_iClientFOV = -1; // make sure fov reset is sent |
|
|
|
m_flNextDecalTime = 0;// let this player decal as soon as he spawns. |
|
|
|
m_flgeigerDelay = gpGlobals->time + 2.0; // wait a few seconds until user-defined message registrations |
|
// are recieved by all clients |
|
|
|
m_flTimeStepSound = 0; |
|
m_iStepLeft = 0; |
|
m_flFieldOfView = 0.5;// some monsters use this to determine whether or not the player is looking at them. |
|
|
|
m_bloodColor = BLOOD_COLOR_RED; |
|
m_flNextAttack = UTIL_WeaponTimeBase(); |
|
StartSneaking(); |
|
|
|
m_iFlashBattery = 99; |
|
m_flFlashLightTime = 1; // force first message |
|
|
|
// dont let uninitialized value here hurt the player |
|
m_flFallVelocity = 0; |
|
|
|
g_pGameRules->SetDefaultPlayerTeam( this ); |
|
g_pGameRules->GetPlayerSpawnSpot( this ); |
|
|
|
SET_MODEL( ENT( pev ), "models/player.mdl" ); |
|
g_ulModelIndexPlayer = pev->modelindex; |
|
pev->sequence = LookupActivity( ACT_IDLE ); |
|
|
|
if( FBitSet( pev->flags, FL_DUCKING ) ) |
|
UTIL_SetSize( pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX ); |
|
else |
|
UTIL_SetSize( pev, VEC_HULL_MIN, VEC_HULL_MAX ); |
|
|
|
pev->view_ofs = VEC_VIEW; |
|
Precache(); |
|
m_HackedGunPos = Vector( 0, 32, 0 ); |
|
|
|
if( m_iPlayerSound == SOUNDLIST_EMPTY ) |
|
{ |
|
ALERT( at_console, "Couldn't alloc player sound slot!\n" ); |
|
} |
|
|
|
m_fNoPlayerSound = FALSE;// normal sound behavior. |
|
|
|
m_pLastItem = NULL; |
|
m_fInitHUD = TRUE; |
|
m_iClientHideHUD = -1; // force this to be recalculated |
|
m_fWeapon = FALSE; |
|
m_pClientActiveItem = NULL; |
|
m_iClientBattery = -1; |
|
|
|
// reset all ammo values to 0 |
|
for( int i = 0; i < MAX_AMMO_SLOTS; i++ ) |
|
{ |
|
m_rgAmmo[i] = 0; |
|
m_rgAmmoLast[i] = 0; // client ammo values also have to be reset (the death hud clear messages does on the client side) |
|
} |
|
|
|
m_lastx = m_lasty = 0; |
|
|
|
m_flNextChatTime = gpGlobals->time; |
|
|
|
g_pGameRules->PlayerSpawn( this ); |
|
} |
|
|
|
void CBasePlayer::Precache( void ) |
|
{ |
|
// in the event that the player JUST spawned, and the level node graph |
|
// was loaded, fix all of the node graph pointers before the game starts. |
|
|
|
// !!!BUGBUG - now that we have multiplayer, this needs to be moved! |
|
if( WorldGraph.m_fGraphPresent && !WorldGraph.m_fGraphPointersSet ) |
|
{ |
|
if( !WorldGraph.FSetGraphPointers() ) |
|
{ |
|
ALERT( at_console, "**Graph pointers were not set!\n" ); |
|
} |
|
else |
|
{ |
|
ALERT( at_console, "**Graph Pointers Set!\n" ); |
|
} |
|
} |
|
|
|
// SOUNDS / MODELS ARE PRECACHED in ClientPrecache() (game specific) |
|
// because they need to precache before any clients have connected |
|
|
|
// init geiger counter vars during spawn and each time |
|
// we cross a level transition |
|
|
|
m_flgeigerRange = 1000; |
|
m_igeigerRangePrev = 1000; |
|
|
|
m_bitsDamageType = 0; |
|
m_bitsHUDDamage = -1; |
|
|
|
m_iClientBattery = -1; |
|
|
|
m_flFlashLightTime = 1; |
|
|
|
m_iTrain |= TRAIN_NEW; |
|
|
|
// Make sure any necessary user messages have been registered |
|
LinkUserMessages(); |
|
|
|
m_iUpdateTime = 5; // won't update for 1/2 a second |
|
|
|
if( gInitHUD ) |
|
m_fInitHUD = TRUE; |
|
} |
|
|
|
int CBasePlayer::Save( CSave &save ) |
|
{ |
|
if( !CBaseMonster::Save( save ) ) |
|
return 0; |
|
|
|
return save.WriteFields( "PLAYER", this, m_playerSaveData, ARRAYSIZE( m_playerSaveData ) ); |
|
} |
|
|
|
// |
|
// Marks everything as new so the player will resend this to the hud. |
|
// |
|
void CBasePlayer::RenewItems( void ) |
|
{ |
|
|
|
} |
|
|
|
int CBasePlayer::Restore( CRestore &restore ) |
|
{ |
|
if( !CBaseMonster::Restore( restore ) ) |
|
return 0; |
|
|
|
int status = restore.ReadFields( "PLAYER", this, m_playerSaveData, ARRAYSIZE( m_playerSaveData ) ); |
|
|
|
SAVERESTOREDATA *pSaveData = (SAVERESTOREDATA *)gpGlobals->pSaveData; |
|
// landmark isn't present. |
|
if( !pSaveData->fUseLandmark ) |
|
{ |
|
ALERT( at_console, "No Landmark:%s\n", pSaveData->szLandmarkName ); |
|
|
|
// default to normal spawn |
|
edict_t *pentSpawnSpot = EntSelectSpawnPoint( this ); |
|
pev->origin = VARS( pentSpawnSpot )->origin + Vector( 0, 0, 1 ); |
|
pev->angles = VARS( pentSpawnSpot )->angles; |
|
} |
|
pev->v_angle.z = 0; // Clear out roll |
|
pev->angles = pev->v_angle; |
|
|
|
pev->fixangle = TRUE; // turn this way immediately |
|
|
|
// Copied from spawn() for now |
|
m_bloodColor = BLOOD_COLOR_RED; |
|
|
|
g_ulModelIndexPlayer = pev->modelindex; |
|
|
|
if( FBitSet( pev->flags, FL_DUCKING ) ) |
|
{ |
|
// Use the crouch HACK |
|
//FixPlayerCrouchStuck( edict() ); |
|
// Don't need to do this with new player prediction code. |
|
UTIL_SetSize( pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX ); |
|
} |
|
else |
|
{ |
|
UTIL_SetSize( pev, VEC_HULL_MIN, VEC_HULL_MAX ); |
|
} |
|
|
|
g_engfuncs.pfnSetPhysicsKeyValue( edict(), "hl", "1" ); |
|
|
|
if( m_fLongJump ) |
|
{ |
|
g_engfuncs.pfnSetPhysicsKeyValue( edict(), "slj", "1" ); |
|
} |
|
else |
|
{ |
|
g_engfuncs.pfnSetPhysicsKeyValue( edict(), "slj", "0" ); |
|
} |
|
|
|
RenewItems(); |
|
|
|
#if defined( CLIENT_WEAPONS ) |
|
// HACK: This variable is saved/restored in CBaseMonster as a time variable, but we're using it |
|
// as just a counter. Ideally, this needs its own variable that's saved as a plain float. |
|
// Barring that, we clear it out here instead of using the incorrect restored time value. |
|
m_flNextAttack = UTIL_WeaponTimeBase(); |
|
#endif |
|
return status; |
|
} |
|
|
|
void CBasePlayer::SelectNextItem( int iItem ) |
|
{ |
|
CBasePlayerItem *pItem; |
|
|
|
pItem = m_rgpPlayerItems[iItem]; |
|
|
|
if( !pItem ) |
|
return; |
|
|
|
if( pItem == m_pActiveItem ) |
|
{ |
|
// select the next one in the chain |
|
pItem = m_pActiveItem->m_pNext; |
|
if( !pItem ) |
|
{ |
|
return; |
|
} |
|
|
|
CBasePlayerItem *pLast; |
|
pLast = pItem; |
|
while( pLast->m_pNext ) |
|
pLast = pLast->m_pNext; |
|
|
|
// relink chain |
|
pLast->m_pNext = m_pActiveItem; |
|
m_pActiveItem->m_pNext = NULL; |
|
m_rgpPlayerItems[iItem] = pItem; |
|
} |
|
|
|
ResetAutoaim(); |
|
|
|
// FIX, this needs to queue them up and delay |
|
if( m_pActiveItem ) |
|
{ |
|
m_pActiveItem->Holster(); |
|
} |
|
|
|
m_pActiveItem = pItem; |
|
|
|
if( m_pActiveItem ) |
|
{ |
|
m_pActiveItem->Deploy(); |
|
m_pActiveItem->UpdateItemInfo(); |
|
} |
|
} |
|
|
|
void CBasePlayer::SelectItem( const char *pstr ) |
|
{ |
|
if( !pstr ) |
|
return; |
|
|
|
CBasePlayerItem *pItem = NULL; |
|
|
|
for( int i = 0; i < MAX_ITEM_TYPES; i++ ) |
|
{ |
|
if( m_rgpPlayerItems[i] ) |
|
{ |
|
pItem = m_rgpPlayerItems[i]; |
|
|
|
while( pItem ) |
|
{ |
|
if( FClassnameIs( pItem->pev, pstr ) ) |
|
break; |
|
pItem = pItem->m_pNext; |
|
} |
|
} |
|
|
|
if( pItem ) |
|
break; |
|
} |
|
|
|
if( !pItem ) |
|
return; |
|
|
|
if( pItem == m_pActiveItem ) |
|
return; |
|
|
|
ResetAutoaim(); |
|
|
|
// FIX, this needs to queue them up and delay |
|
if( m_pActiveItem ) |
|
m_pActiveItem->Holster(); |
|
|
|
m_pLastItem = m_pActiveItem; |
|
m_pActiveItem = pItem; |
|
|
|
if( m_pActiveItem ) |
|
{ |
|
m_pActiveItem->Deploy(); |
|
m_pActiveItem->UpdateItemInfo(); |
|
} |
|
} |
|
|
|
void CBasePlayer::SelectLastItem( void ) |
|
{ |
|
if( !m_pLastItem ) |
|
{ |
|
return; |
|
} |
|
|
|
if( m_pActiveItem && !m_pActiveItem->CanHolster() ) |
|
{ |
|
return; |
|
} |
|
|
|
ResetAutoaim(); |
|
|
|
// FIX, this needs to queue them up and delay |
|
if( m_pActiveItem ) |
|
m_pActiveItem->Holster(); |
|
|
|
CBasePlayerItem *pTemp = m_pActiveItem; |
|
m_pActiveItem = m_pLastItem; |
|
m_pLastItem = pTemp; |
|
m_pActiveItem->Deploy(); |
|
m_pActiveItem->UpdateItemInfo(); |
|
} |
|
|
|
//============================================== |
|
// HasWeapons - do I have any weapons at all? |
|
//============================================== |
|
BOOL CBasePlayer::HasWeapons( void ) |
|
{ |
|
int i; |
|
|
|
for( i = 0; i < MAX_ITEM_TYPES; i++ ) |
|
{ |
|
if( m_rgpPlayerItems[i] ) |
|
{ |
|
return TRUE; |
|
} |
|
} |
|
|
|
return FALSE; |
|
} |
|
|
|
void CBasePlayer::SelectPrevItem( int iItem ) |
|
{ |
|
} |
|
|
|
const char *CBasePlayer::TeamID( void ) |
|
{ |
|
if( pev == NULL ) // Not fully connected yet |
|
return ""; |
|
|
|
// return their team name |
|
return m_szTeamName; |
|
} |
|
|
|
//============================================== |
|
// !!!UNDONE:ultra temporary SprayCan entity to apply |
|
// decal frame at a time. For PreAlpha CD |
|
//============================================== |
|
class CSprayCan : public CBaseEntity |
|
{ |
|
public: |
|
void Spawn( entvars_t *pevOwner ); |
|
void Think( void ); |
|
|
|
virtual int ObjectCaps( void ) { return FCAP_DONT_SAVE; } |
|
}; |
|
|
|
void CSprayCan::Spawn( entvars_t *pevOwner ) |
|
{ |
|
pev->origin = pevOwner->origin + Vector( 0, 0, 32 ); |
|
pev->angles = pevOwner->v_angle; |
|
pev->owner = ENT( pevOwner ); |
|
pev->frame = 0; |
|
|
|
pev->nextthink = gpGlobals->time + 0.1; |
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/sprayer.wav", 1, ATTN_NORM ); |
|
} |
|
|
|
void CSprayCan::Think( void ) |
|
{ |
|
TraceResult tr; |
|
int playernum; |
|
int nFrames; |
|
CBasePlayer *pPlayer; |
|
|
|
pPlayer = (CBasePlayer *)GET_PRIVATE( pev->owner ); |
|
|
|
if( pPlayer ) |
|
nFrames = pPlayer->GetCustomDecalFrames(); |
|
else |
|
nFrames = -1; |
|
|
|
playernum = ENTINDEX( pev->owner ); |
|
|
|
// ALERT( at_console, "Spray by player %i, %i of %i\n", playernum, (int)( pev->frame + 1 ), nFrames ); |
|
|
|
UTIL_MakeVectors( pev->angles ); |
|
UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_forward * 128, ignore_monsters, pev->owner, & tr ); |
|
|
|
// No customization present. |
|
if( nFrames == -1 ) |
|
{ |
|
UTIL_DecalTrace( &tr, DECAL_LAMBDA6 ); |
|
UTIL_Remove( this ); |
|
} |
|
else |
|
{ |
|
UTIL_PlayerDecalTrace( &tr, playernum, (int)pev->frame, TRUE ); |
|
// Just painted last custom frame. |
|
if( pev->frame++ >= ( nFrames - 1 ) ) |
|
UTIL_Remove( this ); |
|
} |
|
|
|
pev->nextthink = gpGlobals->time + 0.1; |
|
} |
|
|
|
class CBloodSplat : public CBaseEntity |
|
{ |
|
public: |
|
void Spawn( entvars_t *pevOwner ); |
|
void Spray( void ); |
|
}; |
|
|
|
void CBloodSplat::Spawn( entvars_t *pevOwner ) |
|
{ |
|
pev->origin = pevOwner->origin + Vector( 0, 0, 32 ); |
|
pev->angles = pevOwner->v_angle; |
|
pev->owner = ENT( pevOwner ); |
|
|
|
SetThink( &CBloodSplat::Spray ); |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
} |
|
|
|
void CBloodSplat::Spray( void ) |
|
{ |
|
TraceResult tr; |
|
|
|
if( g_Language != LANGUAGE_GERMAN ) |
|
{ |
|
UTIL_MakeVectors( pev->angles ); |
|
UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_forward * 128, ignore_monsters, pev->owner, & tr ); |
|
|
|
UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED ); |
|
} |
|
SetThink( &CBaseEntity::SUB_Remove ); |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
} |
|
|
|
//============================================== |
|
void CBasePlayer::GiveNamedItem( const char *pszName ) |
|
{ |
|
edict_t *pent; |
|
|
|
int istr = MAKE_STRING( pszName ); |
|
|
|
pent = CREATE_NAMED_ENTITY( istr ); |
|
if( FNullEnt( pent ) ) |
|
{ |
|
ALERT( at_console, "NULL Ent in GiveNamedItem!\n" ); |
|
return; |
|
} |
|
VARS( pent )->origin = pev->origin; |
|
pent->v.spawnflags |= SF_NORESPAWN; |
|
|
|
DispatchSpawn( pent ); |
|
DispatchTouch( pent, ENT( pev ) ); |
|
} |
|
|
|
CBaseEntity *FindEntityForward( CBaseEntity *pMe ) |
|
{ |
|
TraceResult tr; |
|
|
|
UTIL_MakeVectors( pMe->pev->v_angle ); |
|
UTIL_TraceLine( pMe->pev->origin + pMe->pev->view_ofs,pMe->pev->origin + pMe->pev->view_ofs + gpGlobals->v_forward * 8192,dont_ignore_monsters, pMe->edict(), &tr ); |
|
if( tr.flFraction != 1.0 && !FNullEnt( tr.pHit ) ) |
|
{ |
|
CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit ); |
|
return pHit; |
|
} |
|
return NULL; |
|
} |
|
|
|
BOOL CBasePlayer::FlashlightIsOn( void ) |
|
{ |
|
return FBitSet( pev->effects, EF_DIMLIGHT ); |
|
} |
|
|
|
void CBasePlayer::FlashlightTurnOn( void ) |
|
{ |
|
if( !g_pGameRules->FAllowFlashlight() ) |
|
{ |
|
return; |
|
} |
|
|
|
if( (pev->weapons & ( 1 << WEAPON_SUIT ) ) ) |
|
{ |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, SOUND_FLASHLIGHT_ON, 1.0, ATTN_NORM, 0, PITCH_NORM ); |
|
SetBits( pev->effects, EF_DIMLIGHT ); |
|
MESSAGE_BEGIN( MSG_ONE, gmsgFlashlight, NULL, pev ); |
|
WRITE_BYTE( 1 ); |
|
WRITE_BYTE( m_iFlashBattery ); |
|
MESSAGE_END(); |
|
|
|
m_flFlashLightTime = FLASH_DRAIN_TIME + gpGlobals->time; |
|
} |
|
} |
|
|
|
void CBasePlayer::FlashlightTurnOff( void ) |
|
{ |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, SOUND_FLASHLIGHT_OFF, 1.0, ATTN_NORM, 0, PITCH_NORM ); |
|
ClearBits( pev->effects, EF_DIMLIGHT ); |
|
MESSAGE_BEGIN( MSG_ONE, gmsgFlashlight, NULL, pev ); |
|
WRITE_BYTE( 0 ); |
|
WRITE_BYTE( m_iFlashBattery ); |
|
MESSAGE_END(); |
|
|
|
m_flFlashLightTime = FLASH_CHARGE_TIME + gpGlobals->time; |
|
} |
|
|
|
/* |
|
=============== |
|
ForceClientDllUpdate |
|
|
|
When recording a demo, we need to have the server tell us the entire client state |
|
so that the client side .dll can behave correctly. |
|
Reset stuff so that the state is transmitted. |
|
=============== |
|
*/ |
|
void CBasePlayer::ForceClientDllUpdate( void ) |
|
{ |
|
m_iClientHealth = -1; |
|
m_iClientBattery = -1; |
|
m_iTrain |= TRAIN_NEW; // Force new train message. |
|
m_fWeapon = FALSE; // Force weapon send |
|
m_fKnownItem = FALSE; // Force weaponinit messages. |
|
m_fInitHUD = TRUE; // Force HUD gmsgResetHUD message |
|
m_bSentBhopcap = true; // a1ba: Update bhopcap state |
|
memset( m_rgAmmoLast, 0, sizeof( m_rgAmmoLast )); // a1ba: Force update AmmoX |
|
|
|
|
|
|
|
// Now force all the necessary messages |
|
// to be sent. |
|
UpdateClientData(); |
|
} |
|
|
|
/* |
|
============ |
|
ImpulseCommands |
|
============ |
|
*/ |
|
extern float g_flWeaponCheat; |
|
|
|
void CBasePlayer::ImpulseCommands() |
|
{ |
|
TraceResult tr;// UNDONE: kill me! This is temporary for PreAlpha CDs |
|
|
|
// Handle use events |
|
PlayerUse(); |
|
|
|
int iImpulse = (int)pev->impulse; |
|
switch( iImpulse ) |
|
{ |
|
case 99: |
|
int iOn; |
|
|
|
if( !gmsgLogo ) |
|
{ |
|
iOn = 1; |
|
gmsgLogo = REG_USER_MSG( "Logo", 1 ); |
|
} |
|
else |
|
{ |
|
iOn = 0; |
|
} |
|
|
|
ASSERT( gmsgLogo > 0 ); |
|
|
|
// send "health" update message |
|
MESSAGE_BEGIN( MSG_ONE, gmsgLogo, NULL, pev ); |
|
WRITE_BYTE( iOn ); |
|
MESSAGE_END(); |
|
|
|
if(!iOn) |
|
gmsgLogo = 0; |
|
break; |
|
case 100: |
|
// temporary flashlight for level designers |
|
if( FlashlightIsOn() ) |
|
{ |
|
FlashlightTurnOff(); |
|
} |
|
else |
|
{ |
|
FlashlightTurnOn(); |
|
} |
|
break; |
|
case 201: |
|
// paint decal |
|
if( gpGlobals->time < m_flNextDecalTime ) |
|
{ |
|
// too early! |
|
break; |
|
} |
|
|
|
UTIL_MakeVectors( pev->v_angle ); |
|
UTIL_TraceLine( pev->origin + pev->view_ofs, pev->origin + pev->view_ofs + gpGlobals->v_forward * 128, ignore_monsters, ENT( pev ), &tr ); |
|
|
|
if( tr.flFraction != 1.0 ) |
|
{ |
|
// line hit something, so paint a decal |
|
m_flNextDecalTime = gpGlobals->time + decalfrequency.value; |
|
CSprayCan *pCan = GetClassPtr( (CSprayCan *)NULL ); |
|
pCan->Spawn( pev ); |
|
} |
|
break; |
|
default: |
|
// check all of the cheat impulse commands now |
|
CheatImpulseCommands( iImpulse ); |
|
break; |
|
} |
|
|
|
pev->impulse = 0; |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
void CBasePlayer::CheatImpulseCommands( int iImpulse ) |
|
{ |
|
#if !defined( HLDEMO_BUILD ) |
|
if( g_flWeaponCheat == 0.0 ) |
|
{ |
|
return; |
|
} |
|
|
|
CBaseEntity *pEntity; |
|
TraceResult tr; |
|
|
|
switch( iImpulse ) |
|
{ |
|
case 76: |
|
if( !giPrecacheGrunt ) |
|
{ |
|
giPrecacheGrunt = 1; |
|
ALERT( at_console, "You must now restart to use Grunt-o-matic.\n" ); |
|
} |
|
else |
|
{ |
|
UTIL_MakeVectors( Vector( 0, pev->v_angle.y, 0 ) ); |
|
Create( "monster_human_grunt", pev->origin + gpGlobals->v_forward * 128, pev->angles ); |
|
} |
|
break; |
|
case 101: |
|
gEvilImpulse101 = TRUE; |
|
GiveNamedItem( "item_suit" ); |
|
GiveNamedItem( "weapon_crowbar" ); |
|
GiveNamedItem( "weapon_9mmhandgun" ); |
|
GiveNamedItem( "ammo_9mmclip" ); |
|
GiveNamedItem( "weapon_shotgun" ); |
|
GiveNamedItem( "ammo_buckshot" ); |
|
GiveNamedItem( "weapon_9mmAR" ); |
|
GiveNamedItem( "ammo_9mmAR" ); |
|
GiveNamedItem( "ammo_ARgrenades" ); |
|
GiveNamedItem( "weapon_handgrenade" ); |
|
GiveNamedItem( "weapon_tripmine" ); |
|
#ifndef OEM_BUILD |
|
GiveNamedItem( "weapon_357" ); |
|
GiveNamedItem( "ammo_357" ); |
|
GiveNamedItem( "weapon_crossbow" ); |
|
GiveNamedItem( "ammo_crossbow" ); |
|
GiveNamedItem( "weapon_egon" ); |
|
GiveNamedItem( "weapon_gauss" ); |
|
GiveNamedItem( "ammo_gaussclip" ); |
|
GiveNamedItem( "weapon_rpg" ); |
|
GiveNamedItem( "ammo_rpgclip" ); |
|
GiveNamedItem( "weapon_satchel" ); |
|
GiveNamedItem( "weapon_snark" ); |
|
#endif |
|
GiveNamedItem( "weapon_th_ap9" ); |
|
GiveNamedItem( "ammo_th_ap9" ); |
|
GiveNamedItem( "weapon_th_chaingun" ); |
|
GiveNamedItem( "weapon_th_medkit" ); |
|
GiveNamedItem( "weapon_th_shovel" ); |
|
GiveNamedItem( "weapon_einar1" ); |
|
GiveNamedItem( "weapon_th_sniper" ); |
|
GiveNamedItem( "ammo_th_sniper" ); |
|
GiveNamedItem( "weapon_th_spanner" ); |
|
GiveNamedItem( "weapon_th_taurus" ); |
|
GiveNamedItem( "ammo_th_taurus" ); |
|
|
|
gEvilImpulse101 = FALSE; |
|
break; |
|
case 102: |
|
// Gibbage!!! |
|
CGib::SpawnRandomGibs( pev, 1, 1 ); |
|
break; |
|
case 103: |
|
// What the hell are you doing? |
|
pEntity = FindEntityForward( this ); |
|
if( pEntity ) |
|
{ |
|
CBaseMonster *pMonster = pEntity->MyMonsterPointer(); |
|
if( pMonster ) |
|
pMonster->ReportAIState(); |
|
} |
|
break; |
|
case 104: |
|
// Dump all of the global state varaibles (and global entity names) |
|
gGlobalState.DumpGlobals(); |
|
break; |
|
case 105:// player makes no sound for monsters to hear. |
|
if( m_fNoPlayerSound ) |
|
{ |
|
ALERT( at_console, "Player is audible\n" ); |
|
m_fNoPlayerSound = FALSE; |
|
} |
|
else |
|
{ |
|
ALERT( at_console, "Player is silent\n" ); |
|
m_fNoPlayerSound = TRUE; |
|
} |
|
break; |
|
case 106: |
|
// Give me the classname and targetname of this entity. |
|
pEntity = FindEntityForward( this ); |
|
if( pEntity ) |
|
{ |
|
ALERT( at_console, "Classname: %s", STRING( pEntity->pev->classname ) ); |
|
|
|
if( !FStringNull( pEntity->pev->targetname ) ) |
|
{ |
|
ALERT( at_console, " - Targetname: %s\n", STRING( pEntity->pev->targetname ) ); |
|
} |
|
else |
|
{ |
|
ALERT( at_console, " - TargetName: No Targetname\n" ); |
|
} |
|
|
|
ALERT( at_console, "Model: %s\n", STRING( pEntity->pev->model ) ); |
|
if( pEntity->pev->globalname ) |
|
ALERT( at_console, "Globalname: %s\n", STRING( pEntity->pev->globalname ) ); |
|
} |
|
break; |
|
case 107: |
|
{ |
|
//TraceResult tr; |
|
|
|
edict_t *pWorld = g_engfuncs.pfnPEntityOfEntIndex( 0 ); |
|
|
|
Vector start = pev->origin + pev->view_ofs; |
|
Vector end = start + gpGlobals->v_forward * 1024; |
|
UTIL_TraceLine( start, end, ignore_monsters, edict(), &tr ); |
|
if( tr.pHit ) |
|
pWorld = tr.pHit; |
|
const char *pTextureName = TRACE_TEXTURE( pWorld, start, end ); |
|
if( pTextureName ) |
|
ALERT( at_console, "Texture: %s\n", pTextureName ); |
|
} |
|
break; |
|
case 195: |
|
// show shortest paths for entire level to nearest node |
|
{ |
|
Create( "node_viewer_fly", pev->origin, pev->angles ); |
|
} |
|
break; |
|
case 196: |
|
// show shortest paths for entire level to nearest node |
|
{ |
|
Create( "node_viewer_large", pev->origin, pev->angles ); |
|
} |
|
break; |
|
case 197: |
|
// show shortest paths for entire level to nearest node |
|
{ |
|
Create( "node_viewer_human", pev->origin, pev->angles ); |
|
} |
|
break; |
|
case 199: |
|
// show nearest node and all connections |
|
{ |
|
ALERT( at_console, "%d\n", WorldGraph.FindNearestNode( pev->origin, bits_NODE_GROUP_REALM ) ); |
|
WorldGraph.ShowNodeConnections( WorldGraph.FindNearestNode( pev->origin, bits_NODE_GROUP_REALM ) ); |
|
} |
|
break; |
|
case 202: |
|
// Random blood splatter |
|
UTIL_MakeVectors( pev->v_angle ); |
|
UTIL_TraceLine( pev->origin + pev->view_ofs, pev->origin + pev->view_ofs + gpGlobals->v_forward * 128, ignore_monsters, ENT( pev ), &tr ); |
|
|
|
if( tr.flFraction != 1.0 ) |
|
{ |
|
// line hit something, so paint a decal |
|
CBloodSplat *pBlood = GetClassPtr( (CBloodSplat *)NULL ); |
|
pBlood->Spawn( pev ); |
|
} |
|
break; |
|
case 203: |
|
// remove creature. |
|
pEntity = FindEntityForward( this ); |
|
if( pEntity ) |
|
{ |
|
if( pEntity->pev->takedamage ) |
|
pEntity->SetThink( &CBaseEntity::SUB_Remove ); |
|
} |
|
break; |
|
} |
|
#endif // HLDEMO_BUILD |
|
} |
|
|
|
// |
|
// Add a weapon to the player (Item == Weapon == Selectable Object) |
|
// |
|
int CBasePlayer::AddPlayerItem( CBasePlayerItem *pItem ) |
|
{ |
|
CBasePlayerItem *pInsert; |
|
|
|
pInsert = m_rgpPlayerItems[pItem->iItemSlot()]; |
|
|
|
while( pInsert ) |
|
{ |
|
if( FClassnameIs( pInsert->pev, STRING( pItem->pev->classname ) ) ) |
|
{ |
|
if( pItem->AddDuplicate( pInsert ) ) |
|
{ |
|
g_pGameRules->PlayerGotWeapon( this, pItem ); |
|
pItem->CheckRespawn(); |
|
|
|
// ugly hack to update clip w/o an update clip message |
|
pInsert->UpdateItemInfo(); |
|
if( m_pActiveItem ) |
|
m_pActiveItem->UpdateItemInfo(); |
|
|
|
pItem->Kill(); |
|
} |
|
else if( gEvilImpulse101 ) |
|
{ |
|
// FIXME: remove anyway for deathmatch testing |
|
pItem->Kill(); |
|
} |
|
return FALSE; |
|
} |
|
pInsert = pInsert->m_pNext; |
|
} |
|
|
|
if( pItem->AddToPlayer( this ) ) |
|
{ |
|
g_pGameRules->PlayerGotWeapon( this, pItem ); |
|
pItem->CheckRespawn(); |
|
|
|
pItem->m_pNext = m_rgpPlayerItems[pItem->iItemSlot()]; |
|
m_rgpPlayerItems[pItem->iItemSlot()] = pItem; |
|
|
|
// should we switch to this item? |
|
if( g_pGameRules->FShouldSwitchWeapon( this, pItem ) ) |
|
{ |
|
SwitchWeapon( pItem ); |
|
} |
|
|
|
return TRUE; |
|
} |
|
else if( gEvilImpulse101 ) |
|
{ |
|
// FIXME: remove anyway for deathmatch testing |
|
pItem->Kill(); |
|
} |
|
return FALSE; |
|
} |
|
|
|
int CBasePlayer::RemovePlayerItem( CBasePlayerItem *pItem, bool bCallHolster ) |
|
{ |
|
pItem->pev->nextthink = 0;// crowbar may be trying to swing again, etc. |
|
pItem->SetThink( NULL ); |
|
|
|
if( m_pActiveItem == pItem ) |
|
{ |
|
ResetAutoaim(); |
|
if( bCallHolster ) |
|
pItem->Holster(); |
|
m_pActiveItem = NULL; |
|
pev->viewmodel = 0; |
|
pev->weaponmodel = 0; |
|
} |
|
|
|
// In some cases an item can be both the active and last item, like for instance dropping all weapons and only having an exhaustible weapon left. - Solokiller |
|
if( m_pLastItem == pItem ) |
|
m_pLastItem = NULL; |
|
|
|
CBasePlayerItem *pPrev = m_rgpPlayerItems[pItem->iItemSlot()]; |
|
|
|
if( pPrev == pItem ) |
|
{ |
|
m_rgpPlayerItems[pItem->iItemSlot()] = pItem->m_pNext; |
|
return TRUE; |
|
} |
|
else |
|
{ |
|
while( pPrev && pPrev->m_pNext != pItem ) |
|
{ |
|
pPrev = pPrev->m_pNext; |
|
} |
|
if( pPrev ) |
|
{ |
|
pPrev->m_pNext = pItem->m_pNext; |
|
return TRUE; |
|
} |
|
} |
|
return FALSE; |
|
} |
|
|
|
// |
|
// Returns the unique ID for the ammo, or -1 if error |
|
// |
|
int CBasePlayer::GiveAmmo( int iCount, const char *szName, int iMax ) |
|
{ |
|
if( !szName ) |
|
{ |
|
// no ammo. |
|
return -1; |
|
} |
|
|
|
if( !g_pGameRules->CanHaveAmmo( this, szName, iMax ) ) |
|
{ |
|
// game rules say I can't have any more of this ammo type. |
|
return -1; |
|
} |
|
|
|
int i = 0; |
|
|
|
i = GetAmmoIndex( szName ); |
|
|
|
if( i < 0 || i >= MAX_AMMO_SLOTS ) |
|
return -1; |
|
|
|
int iAdd = Q_min( iCount, iMax - m_rgAmmo[i] ); |
|
if( iAdd < 1 ) |
|
return i; |
|
|
|
m_rgAmmo[i] += iAdd; |
|
|
|
if( gmsgAmmoPickup ) // make sure the ammo messages have been linked first |
|
{ |
|
// Send the message that ammo has been picked up |
|
MESSAGE_BEGIN( MSG_ONE, gmsgAmmoPickup, NULL, pev ); |
|
WRITE_BYTE( GetAmmoIndex( szName ) ); // ammo ID |
|
WRITE_BYTE( iAdd ); // amount |
|
MESSAGE_END(); |
|
} |
|
|
|
TabulateAmmo(); |
|
|
|
return i; |
|
} |
|
|
|
/* |
|
============ |
|
ItemPreFrame |
|
|
|
Called every frame by the player PreThink |
|
============ |
|
*/ |
|
void CBasePlayer::ItemPreFrame() |
|
{ |
|
#if defined( CLIENT_WEAPONS ) |
|
if( m_flNextAttack > 0 ) |
|
#else |
|
if( gpGlobals->time < m_flNextAttack ) |
|
#endif |
|
{ |
|
return; |
|
} |
|
|
|
if( !m_pActiveItem ) |
|
return; |
|
|
|
m_pActiveItem->ItemPreFrame(); |
|
} |
|
|
|
/* |
|
============ |
|
ItemPostFrame |
|
|
|
Called every frame by the player PostThink |
|
============ |
|
*/ |
|
void CBasePlayer::ItemPostFrame() |
|
{ |
|
//static int fInSelect = FALSE; |
|
|
|
// check if the player is using a tank |
|
if( m_pTank != 0 ) |
|
return; |
|
|
|
#if defined( CLIENT_WEAPONS ) |
|
if( m_flNextAttack > 0 ) |
|
#else |
|
if( gpGlobals->time < m_flNextAttack ) |
|
#endif |
|
{ |
|
return; |
|
} |
|
|
|
ImpulseCommands(); |
|
|
|
if( !m_pActiveItem ) |
|
return; |
|
|
|
m_pActiveItem->ItemPostFrame(); |
|
} |
|
|
|
int CBasePlayer::AmmoInventory( int iAmmoIndex ) |
|
{ |
|
if( iAmmoIndex == -1 ) |
|
{ |
|
return -1; |
|
} |
|
|
|
return m_rgAmmo[iAmmoIndex]; |
|
} |
|
|
|
int CBasePlayer::GetAmmoIndex( const char *psz ) |
|
{ |
|
int i; |
|
|
|
if( !psz ) |
|
return -1; |
|
|
|
for( i = 1; i < MAX_AMMO_SLOTS; i++ ) |
|
{ |
|
if( !CBasePlayerItem::AmmoInfoArray[i].pszName ) |
|
continue; |
|
|
|
if( stricmp( psz, CBasePlayerItem::AmmoInfoArray[i].pszName ) == 0 ) |
|
return i; |
|
} |
|
|
|
return -1; |
|
} |
|
|
|
// Called from UpdateClientData |
|
// makes sure the client has all the necessary ammo info, if values have changed |
|
void CBasePlayer::SendAmmoUpdate( void ) |
|
{ |
|
for( int i = 0; i < MAX_AMMO_SLOTS; i++ ) |
|
{ |
|
if( m_rgAmmo[i] != m_rgAmmoLast[i] ) |
|
{ |
|
m_rgAmmoLast[i] = m_rgAmmo[i]; |
|
|
|
ASSERT( m_rgAmmo[i] >= 0 ); |
|
ASSERT( m_rgAmmo[i] < 255 ); |
|
|
|
// send "Ammo" update message |
|
MESSAGE_BEGIN( MSG_ONE, gmsgAmmoX, NULL, pev ); |
|
WRITE_BYTE( i ); |
|
WRITE_BYTE( Q_max( Q_min( m_rgAmmo[i], 254 ), 0 ) ); // clamp the value to one byte |
|
MESSAGE_END(); |
|
} |
|
} |
|
} |
|
|
|
/* |
|
========================================================= |
|
UpdateClientData |
|
|
|
resends any changed player HUD info to the client. |
|
Called every frame by PlayerPreThink |
|
Also called at start of demo recording and playback by |
|
ForceClientDllUpdate to ensure the demo gets messages |
|
reflecting all of the HUD state info. |
|
========================================================= |
|
*/ |
|
void CBasePlayer::UpdateClientData( void ) |
|
{ |
|
if( m_fInitHUD ) |
|
{ |
|
m_fInitHUD = FALSE; |
|
gInitHUD = FALSE; |
|
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgResetHUD, NULL, pev ); |
|
WRITE_BYTE( 0 ); |
|
MESSAGE_END(); |
|
|
|
if( !m_fGameHUDInitialized ) |
|
{ |
|
MESSAGE_BEGIN( MSG_ONE, gmsgInitHUD, NULL, pev ); |
|
MESSAGE_END(); |
|
|
|
g_pGameRules->InitHUD( this ); |
|
m_fGameHUDInitialized = TRUE; |
|
|
|
m_iObserverLastMode = OBS_ROAMING; |
|
|
|
if( g_pGameRules->IsMultiplayer() ) |
|
{ |
|
FireTargets( "game_playerjoin", this, this, USE_TOGGLE, 0 ); |
|
} |
|
} |
|
|
|
FireTargets( "game_playerspawn", this, this, USE_TOGGLE, 0 ); |
|
|
|
// Send flashlight status |
|
MESSAGE_BEGIN( MSG_ONE, gmsgFlashlight, NULL, pev ); |
|
WRITE_BYTE( FlashlightIsOn() ? 1 : 0 ); |
|
WRITE_BYTE( m_iFlashBattery ); |
|
MESSAGE_END(); |
|
|
|
InitStatusBar(); |
|
} |
|
|
|
if( m_iHideHUD != m_iClientHideHUD ) |
|
{ |
|
MESSAGE_BEGIN( MSG_ONE, gmsgHideWeapon, NULL, pev ); |
|
WRITE_BYTE( m_iHideHUD ); |
|
MESSAGE_END(); |
|
|
|
m_iClientHideHUD = m_iHideHUD; |
|
} |
|
|
|
if( m_iFOV != m_iClientFOV ) |
|
{ |
|
MESSAGE_BEGIN( MSG_ONE, gmsgSetFOV, NULL, pev ); |
|
WRITE_BYTE( m_iFOV ); |
|
MESSAGE_END(); |
|
|
|
// cache FOV change at end of function, so weapon updates can see that FOV has changed |
|
} |
|
|
|
// HACKHACK -- send the message to display the game title |
|
if( gDisplayTitle ) |
|
{ |
|
MESSAGE_BEGIN( MSG_ONE, gmsgShowGameTitle, NULL, pev ); |
|
WRITE_BYTE( 0 ); |
|
MESSAGE_END(); |
|
gDisplayTitle = 0; |
|
} |
|
|
|
if( pev->health != m_iClientHealth ) |
|
{ |
|
#define clamp( val, min, max ) ( ((val) > (max)) ? (max) : ( ((val) < (min)) ? (min) : (val) ) ) |
|
int iHealth = clamp( pev->health, 0, 255 ); // make sure that no negative health values are sent |
|
if( pev->health > 0.0f && pev->health <= 1.0f ) |
|
iHealth = 1; |
|
|
|
// send "health" update message |
|
MESSAGE_BEGIN( MSG_ONE, gmsgHealth, NULL, pev ); |
|
WRITE_BYTE( iHealth ); |
|
MESSAGE_END(); |
|
|
|
m_iClientHealth = (int)pev->health; |
|
} |
|
|
|
if( pev->armorvalue != m_iClientBattery ) |
|
{ |
|
m_iClientBattery = (int)pev->armorvalue; |
|
|
|
ASSERT( gmsgBattery > 0 ); |
|
|
|
// send "health" update message |
|
MESSAGE_BEGIN( MSG_ONE, gmsgBattery, NULL, pev ); |
|
WRITE_SHORT( (int)pev->armorvalue ); |
|
MESSAGE_END(); |
|
} |
|
|
|
if( pev->dmg_take || pev->dmg_save || m_bitsHUDDamage != m_bitsDamageType ) |
|
{ |
|
// Comes from inside me if not set |
|
Vector damageOrigin = pev->origin; |
|
// send "damage" message |
|
// causes screen to flash, and pain compass to show direction of damage |
|
edict_t *other = pev->dmg_inflictor; |
|
if( other ) |
|
{ |
|
CBaseEntity *pEntity = CBaseEntity::Instance( other ); |
|
if( pEntity ) |
|
damageOrigin = pEntity->Center(); |
|
} |
|
|
|
// only send down damage type that have hud art |
|
int visibleDamageBits = m_bitsDamageType & DMG_SHOWNHUD; |
|
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgDamage, NULL, pev ); |
|
WRITE_BYTE( (int)pev->dmg_save ); |
|
WRITE_BYTE( (int)pev->dmg_take ); |
|
WRITE_LONG( visibleDamageBits ); |
|
WRITE_COORD( damageOrigin.x ); |
|
WRITE_COORD( damageOrigin.y ); |
|
WRITE_COORD( damageOrigin.z ); |
|
MESSAGE_END(); |
|
|
|
pev->dmg_take = 0; |
|
pev->dmg_save = 0; |
|
m_bitsHUDDamage = m_bitsDamageType; |
|
|
|
// Clear off non-time-based damage indicators |
|
m_bitsDamageType &= DMG_TIMEBASED; |
|
} |
|
|
|
// Update Flashlight |
|
if( ( m_flFlashLightTime ) && ( m_flFlashLightTime <= gpGlobals->time ) ) |
|
{ |
|
if( FlashlightIsOn() ) |
|
{ |
|
if( m_iFlashBattery ) |
|
{ |
|
m_flFlashLightTime = FLASH_DRAIN_TIME + gpGlobals->time; |
|
m_iFlashBattery--; |
|
|
|
if( !m_iFlashBattery ) |
|
FlashlightTurnOff(); |
|
} |
|
} |
|
else |
|
{ |
|
if( m_iFlashBattery < 100 ) |
|
{ |
|
m_flFlashLightTime = FLASH_CHARGE_TIME + gpGlobals->time; |
|
m_iFlashBattery++; |
|
} |
|
else |
|
m_flFlashLightTime = 0; |
|
} |
|
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgFlashBattery, NULL, pev ); |
|
WRITE_BYTE( m_iFlashBattery ); |
|
MESSAGE_END(); |
|
} |
|
|
|
if( m_iTrain & TRAIN_NEW ) |
|
{ |
|
ASSERT( gmsgTrain > 0 ); |
|
|
|
// send "health" update message |
|
MESSAGE_BEGIN( MSG_ONE, gmsgTrain, NULL, pev ); |
|
WRITE_BYTE( m_iTrain & 0xF ); |
|
MESSAGE_END(); |
|
|
|
m_iTrain &= ~TRAIN_NEW; |
|
} |
|
|
|
// |
|
// New Weapon? |
|
// |
|
if( !m_fKnownItem ) |
|
{ |
|
m_fKnownItem = TRUE; |
|
|
|
// WeaponInit Message |
|
// byte = # of weapons |
|
// |
|
// for each weapon: |
|
// byte name str length (not including null) |
|
// bytes... name |
|
// byte Ammo Type |
|
// byte Ammo2 Type |
|
// byte bucket |
|
// byte bucket pos |
|
// byte flags |
|
// ???? Icons |
|
|
|
// Send ALL the weapon info now |
|
int i; |
|
|
|
for( i = 0; i < MAX_WEAPONS; i++ ) |
|
{ |
|
ItemInfo& II = CBasePlayerItem::ItemInfoArray[i]; |
|
|
|
if( !II.iId ) |
|
continue; |
|
|
|
const char *pszName; |
|
if( !II.pszName ) |
|
pszName = "Empty"; |
|
else |
|
pszName = II.pszName; |
|
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgWeaponList, NULL, pev ); |
|
WRITE_STRING( pszName ); // string weapon name |
|
WRITE_BYTE( GetAmmoIndex( II.pszAmmo1 ) ); // byte Ammo Type |
|
WRITE_BYTE( II.iMaxAmmo1 ); // byte Max Ammo 1 |
|
WRITE_BYTE( GetAmmoIndex( II.pszAmmo2 ) ); // byte Ammo2 Type |
|
WRITE_BYTE( II.iMaxAmmo2 ); // byte Max Ammo 2 |
|
WRITE_BYTE( II.iSlot ); // byte bucket |
|
WRITE_BYTE( II.iPosition ); // byte bucket pos |
|
WRITE_BYTE( II.iId ); // byte id (bit index into pev->weapons) |
|
WRITE_BYTE( II.iFlags ); // byte Flags |
|
MESSAGE_END(); |
|
} |
|
} |
|
|
|
SendAmmoUpdate(); |
|
|
|
// Update all the items |
|
for( int i = 0; i < MAX_ITEM_TYPES; i++ ) |
|
{ |
|
if( m_rgpPlayerItems[i] ) // each item updates it's successors |
|
m_rgpPlayerItems[i]->UpdateClientData( this ); |
|
} |
|
|
|
// Cache and client weapon change |
|
m_pClientActiveItem = m_pActiveItem; |
|
m_iClientFOV = m_iFOV; |
|
|
|
// Update Status Bar |
|
if( m_flNextSBarUpdateTime < gpGlobals->time ) |
|
{ |
|
UpdateStatusBar(); |
|
m_flNextSBarUpdateTime = gpGlobals->time + 0.2; |
|
} |
|
|
|
// Send the current bhopcap state. |
|
if( !m_bSentBhopcap ) |
|
{ |
|
m_bSentBhopcap = true; |
|
MESSAGE_BEGIN( MSG_ONE, gmsgBhopcap, NULL, pev ); |
|
WRITE_BYTE( g_bhopcap ); |
|
MESSAGE_END(); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// FBecomeProne - Overridden for the player to set the proper |
|
// physics flags when a barnacle grabs player. |
|
//========================================================= |
|
BOOL CBasePlayer::FBecomeProne( void ) |
|
{ |
|
m_afPhysicsFlags |= PFLAG_ONBARNACLE; |
|
return TRUE; |
|
} |
|
|
|
//========================================================= |
|
// BarnacleVictimBitten - bad name for a function that is called |
|
// by Barnacle victims when the barnacle pulls their head |
|
// into its mouth. For the player, just die. |
|
//========================================================= |
|
void CBasePlayer::BarnacleVictimBitten( entvars_t *pevBarnacle ) |
|
{ |
|
TakeDamage( pevBarnacle, pevBarnacle, pev->health + pev->armorvalue, DMG_SLASH | DMG_ALWAYSGIB ); |
|
} |
|
|
|
//========================================================= |
|
// BarnacleVictimReleased - overridden for player who has |
|
// physics flags concerns. |
|
//========================================================= |
|
void CBasePlayer::BarnacleVictimReleased( void ) |
|
{ |
|
m_afPhysicsFlags &= ~PFLAG_ONBARNACLE; |
|
} |
|
|
|
//========================================================= |
|
// Illumination |
|
// return player light level plus virtual muzzle flash |
|
//========================================================= |
|
int CBasePlayer::Illumination( void ) |
|
{ |
|
int iIllum = CBaseEntity::Illumination(); |
|
|
|
iIllum += m_iWeaponFlash; |
|
if( iIllum > 255 ) |
|
return 255; |
|
return iIllum; |
|
} |
|
|
|
void CBasePlayer::EnableControl( BOOL fControl ) |
|
{ |
|
if( !fControl ) |
|
pev->flags |= FL_FROZEN; |
|
else |
|
pev->flags &= ~FL_FROZEN; |
|
} |
|
|
|
#define DOT_1DEGREE 0.9998476951564 |
|
#define DOT_2DEGREE 0.9993908270191 |
|
#define DOT_3DEGREE 0.9986295347546 |
|
#define DOT_4DEGREE 0.9975640502598 |
|
#define DOT_5DEGREE 0.9961946980917 |
|
#define DOT_6DEGREE 0.9945218953683 |
|
#define DOT_7DEGREE 0.9925461516413 |
|
#define DOT_8DEGREE 0.9902680687416 |
|
#define DOT_9DEGREE 0.9876883405951 |
|
#define DOT_10DEGREE 0.9848077530122 |
|
#define DOT_15DEGREE 0.9659258262891 |
|
#define DOT_20DEGREE 0.9396926207859 |
|
#define DOT_25DEGREE 0.9063077870367 |
|
|
|
//========================================================= |
|
// Autoaim |
|
// set crosshair position to point to enemey |
|
//========================================================= |
|
Vector CBasePlayer::GetAutoaimVector( float flDelta ) |
|
{ |
|
if( g_iSkillLevel == SKILL_HARD ) |
|
{ |
|
UTIL_MakeVectors( pev->v_angle + pev->punchangle ); |
|
return gpGlobals->v_forward; |
|
} |
|
|
|
Vector vecSrc = GetGunPosition(); |
|
float flDist = 8192; |
|
|
|
// always use non-sticky autoaim |
|
// UNDONE: use sever variable to chose! |
|
if( 1 || g_iSkillLevel == SKILL_MEDIUM ) |
|
{ |
|
m_vecAutoAim = Vector( 0, 0, 0 ); |
|
// flDelta *= 0.5; |
|
} |
|
|
|
BOOL m_fOldTargeting = m_fOnTarget; |
|
Vector angles = AutoaimDeflection(vecSrc, flDist, flDelta ); |
|
|
|
// update ontarget if changed |
|
if( !g_pGameRules->AllowAutoTargetCrosshair() ) |
|
m_fOnTarget = 0; |
|
else if( m_fOldTargeting != m_fOnTarget ) |
|
{ |
|
m_pActiveItem->UpdateItemInfo(); |
|
} |
|
|
|
if( angles.x > 180 ) |
|
angles.x -= 360; |
|
if( angles.x < -180 ) |
|
angles.x += 360; |
|
if( angles.y > 180 ) |
|
angles.y -= 360; |
|
if( angles.y < -180 ) |
|
angles.y += 360; |
|
|
|
if( angles.x > 25 ) |
|
angles.x = 25; |
|
if( angles.x < -25 ) |
|
angles.x = -25; |
|
if( angles.y > 12 ) |
|
angles.y = 12; |
|
if( angles.y < -12 ) |
|
angles.y = -12; |
|
|
|
// always use non-sticky autoaim |
|
// UNDONE: use sever variable to chose! |
|
if( 0 || g_iSkillLevel == SKILL_EASY ) |
|
{ |
|
m_vecAutoAim = m_vecAutoAim * 0.67 + angles * 0.33; |
|
} |
|
else |
|
{ |
|
m_vecAutoAim = angles * 0.9; |
|
} |
|
|
|
// m_vecAutoAim = m_vecAutoAim * 0.99; |
|
|
|
// Don't send across network if sv_aim is 0 |
|
if( g_psv_aim->value != 0 ) |
|
{ |
|
if( m_vecAutoAim.x != m_lastx || m_vecAutoAim.y != m_lasty ) |
|
{ |
|
SET_CROSSHAIRANGLE( edict(), -m_vecAutoAim.x, m_vecAutoAim.y ); |
|
|
|
m_lastx = (int)m_vecAutoAim.x; |
|
m_lasty = (int)m_vecAutoAim.y; |
|
} |
|
} |
|
|
|
// ALERT( at_console, "%f %f\n", angles.x, angles.y ); |
|
|
|
UTIL_MakeVectors( pev->v_angle + pev->punchangle + m_vecAutoAim ); |
|
return gpGlobals->v_forward; |
|
} |
|
|
|
Vector CBasePlayer::AutoaimDeflection( Vector &vecSrc, float flDist, float flDelta ) |
|
{ |
|
edict_t *pEdict = g_engfuncs.pfnPEntityOfEntIndex( 1 ); |
|
CBaseEntity *pEntity; |
|
float bestdot; |
|
Vector bestdir; |
|
edict_t *bestent; |
|
TraceResult tr; |
|
|
|
if( g_psv_aim->value == 0 ) |
|
{ |
|
m_fOnTarget = FALSE; |
|
return g_vecZero; |
|
} |
|
|
|
UTIL_MakeVectors( pev->v_angle + pev->punchangle + m_vecAutoAim ); |
|
|
|
// try all possible entities |
|
bestdir = gpGlobals->v_forward; |
|
bestdot = flDelta; // +- 10 degrees |
|
bestent = NULL; |
|
|
|
m_fOnTarget = FALSE; |
|
|
|
UTIL_TraceLine( vecSrc, vecSrc + bestdir * flDist, dont_ignore_monsters, edict(), &tr ); |
|
|
|
if( tr.pHit && tr.pHit->v.takedamage != DAMAGE_NO ) |
|
{ |
|
// don't look through water |
|
if( !( ( pev->waterlevel != 3 && tr.pHit->v.waterlevel == 3 ) || ( pev->waterlevel == 3 && tr.pHit->v.waterlevel == 0 ) ) ) |
|
{ |
|
if( tr.pHit->v.takedamage == DAMAGE_AIM ) |
|
m_fOnTarget = TRUE; |
|
|
|
return m_vecAutoAim; |
|
} |
|
} |
|
|
|
for( int i = 1; i < gpGlobals->maxEntities; i++, pEdict++ ) |
|
{ |
|
Vector center; |
|
Vector dir; |
|
float dot; |
|
|
|
if( pEdict->free ) // Not in use |
|
continue; |
|
|
|
if( pEdict->v.takedamage != DAMAGE_AIM ) |
|
continue; |
|
if( pEdict == edict() ) |
|
continue; |
|
//if( pev->team > 0 && pEdict->v.team == pev->team ) |
|
// continue; // don't aim at teammate |
|
if( !g_pGameRules->ShouldAutoAim( this, pEdict ) ) |
|
continue; |
|
|
|
pEntity = Instance( pEdict ); |
|
if( pEntity == NULL ) |
|
continue; |
|
|
|
if( !pEntity->IsAlive() ) |
|
continue; |
|
|
|
// don't look through water |
|
if( ( pev->waterlevel != 3 && pEntity->pev->waterlevel == 3 ) || ( pev->waterlevel == 3 && pEntity->pev->waterlevel == 0 ) ) |
|
continue; |
|
|
|
center = pEntity->BodyTarget( vecSrc ); |
|
|
|
dir = ( center - vecSrc ).Normalize(); |
|
|
|
// make sure it's in front of the player |
|
if( DotProduct( dir, gpGlobals->v_forward ) < 0 ) |
|
continue; |
|
|
|
dot = fabs( DotProduct( dir, gpGlobals->v_right ) ) + fabs( DotProduct( dir, gpGlobals->v_up ) ) * 0.5; |
|
|
|
// tweek for distance |
|
dot *= 1.0 + 0.2 * ( ( center - vecSrc ).Length() / flDist ); |
|
|
|
if( dot > bestdot ) |
|
continue; // to far to turn |
|
|
|
UTIL_TraceLine( vecSrc, center, dont_ignore_monsters, edict(), &tr ); |
|
if( tr.flFraction != 1.0 && tr.pHit != pEdict ) |
|
{ |
|
// ALERT( at_console, "hit %s, can't see %s\n", STRING( tr.pHit->v.classname ), STRING( pEdict->v.classname ) ); |
|
continue; |
|
} |
|
|
|
// don't shoot at friends |
|
if( IRelationship( pEntity ) < 0 ) |
|
{ |
|
if( !pEntity->IsPlayer() && !g_pGameRules->IsDeathmatch() ) |
|
// ALERT( at_console, "friend\n" ); |
|
continue; |
|
} |
|
|
|
// can shoot at this one |
|
bestdot = dot; |
|
bestent = pEdict; |
|
bestdir = dir; |
|
} |
|
|
|
if( bestent ) |
|
{ |
|
bestdir = UTIL_VecToAngles( bestdir ); |
|
bestdir.x = -bestdir.x; |
|
bestdir = bestdir - pev->v_angle - pev->punchangle; |
|
|
|
if( bestent->v.takedamage == DAMAGE_AIM ) |
|
m_fOnTarget = TRUE; |
|
|
|
return bestdir; |
|
} |
|
|
|
return Vector( 0, 0, 0 ); |
|
} |
|
|
|
void CBasePlayer::ResetAutoaim() |
|
{ |
|
if( m_vecAutoAim.x != 0 || m_vecAutoAim.y != 0 ) |
|
{ |
|
m_vecAutoAim = Vector( 0, 0, 0 ); |
|
SET_CROSSHAIRANGLE( edict(), 0, 0 ); |
|
} |
|
m_fOnTarget = FALSE; |
|
} |
|
|
|
/* |
|
============= |
|
SetCustomDecalFrames |
|
|
|
UNDONE: Determine real frame limit, 8 is a placeholder. |
|
Note: -1 means no custom frames present. |
|
============= |
|
*/ |
|
void CBasePlayer::SetCustomDecalFrames( int nFrames ) |
|
{ |
|
if( nFrames > 0 && nFrames < 8 ) |
|
m_nCustomSprayFrames = nFrames; |
|
else |
|
m_nCustomSprayFrames = -1; |
|
} |
|
|
|
/* |
|
============= |
|
GetCustomDecalFrames |
|
|
|
Returns the # of custom frames this player's custom clan logo contains. |
|
============= |
|
*/ |
|
int CBasePlayer::GetCustomDecalFrames( void ) |
|
{ |
|
return m_nCustomSprayFrames; |
|
} |
|
|
|
//========================================================= |
|
// DropPlayerItem - drop the named item, or if no name, |
|
// the active item. |
|
//========================================================= |
|
void CBasePlayer::DropPlayerItem( char *pszItemName ) |
|
{ |
|
if( !g_pGameRules->IsMultiplayer() || ( weaponstay.value > 0 ) ) |
|
{ |
|
// no dropping in single player. |
|
return; |
|
} |
|
|
|
if( !strlen( pszItemName ) ) |
|
{ |
|
// if this string has no length, the client didn't type a name! |
|
// assume player wants to drop the active item. |
|
// make the string null to make future operations in this function easier |
|
pszItemName = NULL; |
|
} |
|
|
|
CBasePlayerItem *pWeapon; |
|
int i; |
|
|
|
for( i = 0; i < MAX_ITEM_TYPES; i++ ) |
|
{ |
|
pWeapon = m_rgpPlayerItems[i]; |
|
|
|
while( pWeapon ) |
|
{ |
|
if( pszItemName ) |
|
{ |
|
// try to match by name. |
|
if( !strcmp( pszItemName, STRING( pWeapon->pev->classname ) ) ) |
|
{ |
|
// match! |
|
break; |
|
} |
|
} |
|
else |
|
{ |
|
// trying to drop active item |
|
if( pWeapon == m_pActiveItem ) |
|
{ |
|
// active item! |
|
break; |
|
} |
|
} |
|
|
|
pWeapon = pWeapon->m_pNext; |
|
} |
|
|
|
// if we land here with a valid pWeapon pointer, that's because we found the |
|
// item we want to drop and hit a BREAK; pWeapon is the item. |
|
if( pWeapon ) |
|
{ |
|
if( !g_pGameRules->GetNextBestWeapon( this, pWeapon ) ) |
|
return; // can't drop the item they asked for, may be our last item or something we can't holster |
|
|
|
UTIL_MakeVectors( pev->angles ); |
|
|
|
pev->weapons &= ~( 1 << pWeapon->m_iId );// take item off hud |
|
|
|
CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create( "weaponbox", pev->origin + gpGlobals->v_forward * 10, pev->angles, edict() ); |
|
pWeaponBox->pev->angles.x = 0; |
|
pWeaponBox->pev->angles.z = 0; |
|
pWeaponBox->PackWeapon( pWeapon ); |
|
pWeaponBox->pev->velocity = gpGlobals->v_forward * 300 + gpGlobals->v_forward * 100; |
|
|
|
// drop half of the ammo for this weapon. |
|
int iAmmoIndex; |
|
|
|
iAmmoIndex = GetAmmoIndex( pWeapon->pszAmmo1() ); // ??? |
|
|
|
if( iAmmoIndex != -1 ) |
|
{ |
|
// this weapon weapon uses ammo, so pack an appropriate amount. |
|
if( pWeapon->iFlags() & ITEM_FLAG_EXHAUSTIBLE ) |
|
{ |
|
// pack up all the ammo, this weapon is its own ammo type |
|
pWeaponBox->PackAmmo( MAKE_STRING( pWeapon->pszAmmo1() ), m_rgAmmo[iAmmoIndex] ); |
|
m_rgAmmo[iAmmoIndex] = 0; |
|
} |
|
else |
|
{ |
|
// pack half of the ammo |
|
pWeaponBox->PackAmmo( MAKE_STRING( pWeapon->pszAmmo1() ), m_rgAmmo[iAmmoIndex] / 2 ); |
|
m_rgAmmo[iAmmoIndex] /= 2; |
|
} |
|
} |
|
|
|
return;// we're done, so stop searching with the FOR loop. |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
// HasPlayerItem Does the player already have this item? |
|
//========================================================= |
|
BOOL CBasePlayer::HasPlayerItem( CBasePlayerItem *pCheckItem ) |
|
{ |
|
CBasePlayerItem *pItem = m_rgpPlayerItems[pCheckItem->iItemSlot()]; |
|
|
|
while( pItem ) |
|
{ |
|
if( FClassnameIs( pItem->pev, STRING( pCheckItem->pev->classname ) ) ) |
|
{ |
|
return TRUE; |
|
} |
|
pItem = pItem->m_pNext; |
|
} |
|
|
|
return FALSE; |
|
} |
|
|
|
//========================================================= |
|
// HasNamedPlayerItem Does the player already have this item? |
|
//========================================================= |
|
BOOL CBasePlayer::HasNamedPlayerItem( const char *pszItemName ) |
|
{ |
|
CBasePlayerItem *pItem; |
|
int i; |
|
|
|
for( i = 0; i < MAX_ITEM_TYPES; i++ ) |
|
{ |
|
pItem = m_rgpPlayerItems[i]; |
|
|
|
while( pItem ) |
|
{ |
|
if( !strcmp( pszItemName, STRING( pItem->pev->classname ) ) ) |
|
{ |
|
return TRUE; |
|
} |
|
pItem = pItem->m_pNext; |
|
} |
|
} |
|
|
|
return FALSE; |
|
} |
|
|
|
//========================================================= |
|
// |
|
//========================================================= |
|
BOOL CBasePlayer::SwitchWeapon( CBasePlayerItem *pWeapon ) |
|
{ |
|
if( !pWeapon->CanDeploy() ) |
|
{ |
|
return FALSE; |
|
} |
|
|
|
ResetAutoaim(); |
|
|
|
if( m_pActiveItem ) |
|
{ |
|
m_pActiveItem->Holster(); |
|
} |
|
|
|
m_pActiveItem = pWeapon; |
|
pWeapon->Deploy(); |
|
|
|
return TRUE; |
|
} |
|
|
|
//========================================================= |
|
// Dead HEV suit prop |
|
//========================================================= |
|
class CDeadHEV : public CBaseMonster |
|
{ |
|
public: |
|
void Spawn( void ); |
|
int Classify( void ) |
|
{ |
|
return CLASS_HUMAN_MILITARY; |
|
} |
|
|
|
void KeyValue( KeyValueData *pkvd ); |
|
|
|
int m_iPose;// which sequence to display -- temporary, don't need to save |
|
static const char *m_szPoses[4]; |
|
}; |
|
|
|
const char *CDeadHEV::m_szPoses[] = |
|
{ |
|
"deadback", |
|
"deadsitting", |
|
"deadstomach", |
|
"deadtable" |
|
}; |
|
|
|
void CDeadHEV::KeyValue( KeyValueData *pkvd ) |
|
{ |
|
if( FStrEq( pkvd->szKeyName, "pose" ) ) |
|
{ |
|
m_iPose = atoi( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CBaseMonster::KeyValue( pkvd ); |
|
} |
|
|
|
LINK_ENTITY_TO_CLASS( monster_hevsuit_dead, CDeadHEV ) |
|
|
|
//========================================================= |
|
// ********** DeadHEV SPAWN ********** |
|
//========================================================= |
|
void CDeadHEV::Spawn( void ) |
|
{ |
|
PRECACHE_MODEL( "models/player.mdl" ); |
|
SET_MODEL( ENT( pev ), "models/player.mdl" ); |
|
|
|
pev->effects = 0; |
|
pev->yaw_speed = 8; |
|
pev->sequence = 0; |
|
pev->body = 1; |
|
m_bloodColor = BLOOD_COLOR_RED; |
|
|
|
pev->sequence = LookupSequence( m_szPoses[m_iPose] ); |
|
|
|
if( pev->sequence == -1 ) |
|
{ |
|
ALERT( at_console, "Dead hevsuit with bad pose\n" ); |
|
pev->sequence = 0; |
|
pev->effects = EF_BRIGHTFIELD; |
|
} |
|
|
|
// Corpses have less health |
|
pev->health = 8; |
|
|
|
MonsterInitDead(); |
|
} |
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|
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class CStripWeapons : public CPointEntity |
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{ |
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public: |
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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|
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private: |
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}; |
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|
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LINK_ENTITY_TO_CLASS( player_weaponstrip, CStripWeapons ) |
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|
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void CStripWeapons::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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CBasePlayer *pPlayer = NULL; |
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|
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if( pActivator && pActivator->IsPlayer() ) |
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{ |
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pPlayer = (CBasePlayer *)pActivator; |
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} |
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else if( !g_pGameRules->IsDeathmatch() ) |
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{ |
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pPlayer = (CBasePlayer *)CBaseEntity::Instance( g_engfuncs.pfnPEntityOfEntIndex( 1 ) ); |
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} |
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|
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if( pPlayer ) |
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pPlayer->RemoveAllItems( FALSE ); |
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} |
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|
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class CRevertSaved : public CPointEntity |
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{ |
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public: |
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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void EXPORT MessageThink( void ); |
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void EXPORT LoadThink( void ); |
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void KeyValue( KeyValueData *pkvd ); |
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|
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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|
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inline float Duration( void ) { return pev->dmg_take; } |
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inline float HoldTime( void ) { return pev->dmg_save; } |
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inline float MessageTime( void ) { return m_messageTime; } |
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inline float LoadTime( void ) { return m_loadTime; } |
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|
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inline void SetDuration( float duration ) { pev->dmg_take = duration; } |
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inline void SetHoldTime( float hold ) { pev->dmg_save = hold; } |
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inline void SetMessageTime( float time ) { m_messageTime = time; } |
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inline void SetLoadTime( float time ) { m_loadTime = time; } |
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|
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private: |
|
float m_messageTime; |
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float m_loadTime; |
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}; |
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|
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LINK_ENTITY_TO_CLASS( player_loadsaved, CRevertSaved ) |
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|
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TYPEDESCRIPTION CRevertSaved::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CRevertSaved, m_messageTime, FIELD_FLOAT ), // These are not actual times, but durations, so save as floats |
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DEFINE_FIELD( CRevertSaved, m_loadTime, FIELD_FLOAT ), |
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}; |
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|
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IMPLEMENT_SAVERESTORE( CRevertSaved, CPointEntity ) |
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|
|
void CRevertSaved::KeyValue( KeyValueData *pkvd ) |
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{ |
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if( FStrEq( pkvd->szKeyName, "duration" ) ) |
|
{ |
|
SetDuration( atof( pkvd->szValue ) ); |
|
pkvd->fHandled = TRUE; |
|
} |
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else if( FStrEq( pkvd->szKeyName, "holdtime" ) ) |
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{ |
|
SetHoldTime( atof( pkvd->szValue ) ); |
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pkvd->fHandled = TRUE; |
|
} |
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else if( FStrEq( pkvd->szKeyName, "messagetime" ) ) |
|
{ |
|
SetMessageTime( atof( pkvd->szValue ) ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if( FStrEq( pkvd->szKeyName, "loadtime" ) ) |
|
{ |
|
SetLoadTime( atof( pkvd->szValue ) ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CPointEntity::KeyValue( pkvd ); |
|
} |
|
|
|
void CRevertSaved::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
|
{ |
|
UTIL_ScreenFadeAll( pev->rendercolor, Duration(), HoldTime(), (int)pev->renderamt, FFADE_OUT ); |
|
pev->nextthink = gpGlobals->time + MessageTime(); |
|
SetThink( &CRevertSaved::MessageThink ); |
|
} |
|
|
|
void CRevertSaved::MessageThink( void ) |
|
{ |
|
UTIL_ShowMessageAll( STRING( pev->message ) ); |
|
float nextThink = LoadTime() - MessageTime(); |
|
if( nextThink > 0 ) |
|
{ |
|
pev->nextthink = gpGlobals->time + nextThink; |
|
SetThink( &CRevertSaved::LoadThink ); |
|
} |
|
else |
|
LoadThink(); |
|
} |
|
|
|
void CRevertSaved::LoadThink( void ) |
|
{ |
|
if( !gpGlobals->deathmatch ) |
|
{ |
|
SERVER_COMMAND( "reload\n" ); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Multiplayer intermission spots. |
|
//========================================================= |
|
class CInfoIntermission:public CPointEntity |
|
{ |
|
void Spawn( void ); |
|
void Think( void ); |
|
}; |
|
|
|
void CInfoIntermission::Spawn( void ) |
|
{ |
|
UTIL_SetOrigin( pev, pev->origin ); |
|
pev->solid = SOLID_NOT; |
|
pev->effects = EF_NODRAW; |
|
pev->v_angle = g_vecZero; |
|
|
|
pev->nextthink = gpGlobals->time + 2;// let targets spawn! |
|
} |
|
|
|
void CInfoIntermission::Think( void ) |
|
{ |
|
edict_t *pTarget; |
|
|
|
// find my target |
|
pTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->target ) ); |
|
|
|
if( !FNullEnt( pTarget ) ) |
|
{ |
|
pev->v_angle = UTIL_VecToAngles( ( pTarget->v.origin - pev->origin ).Normalize() ); |
|
pev->v_angle.x = -pev->v_angle.x; |
|
} |
|
} |
|
|
|
LINK_ENTITY_TO_CLASS( info_intermission, CInfoIntermission )
|
|
|